As the stage begins, you automatically receive the sea creature files from the fellow just to the right of the starting point. If you select the item from your inventory and examine it, you will find notes on five varieties of fish: the angler fish, barreleye, cuttle fish, seadragon, and stone fish. Cam Jameson, the character who gave you the files, also mentions he needs the key to his sub.
Head to the right and find a sailor who says Cam shouldn’t be given the key, for his own safety. Just to the right from where he patrols, you can jump straight up a few times to reach a roof where you find a red-bearded sailor. Ask him if the key he is holding is to the sub. He says it is, but he won’t relinquish it.
Hop up to the rail to the man’s right, then up to the lowest platform on the mast. There is a bucket resting. Nudge it so it dumps onto the man, and you will receive the empty bucket for your trouble. Then drop down a few levels to a boat at water’s level (below the main boat where the crew are positioned). There is an octopus, and you can poke it to fill your bucket with ink, creating the bucket of ink.
Take the bucket of ink back up to the deck, climb up onto the mast where you found the bucket, and “use” it from your inventory to pour ink on the bearded fellow. He will drop the key, and you can drop down to the deck to grab it and obtain the key for your inventory. Now take it over to Cam. He is excited and instructs you to use it on the box, by which he means the box held suspended from a crane just to the left. Click on the lock to open the crate, then click on the sub to enter it and find yourself underwater.
You can click in the water to move as you would on land, so descend almost directly straight down to find a sea dragon swimming around. Keep it in view for a bit as Cam instructs, and you will activate the seadragon item. As you may recall, that’s one of the five critters referenced in the file Cam gave you at the start of the stage. That means you need to find four more.
Descend deeper into the water to reach a lower screen, and keep descending from there. Head to the upper left side of this area and you will find what looks like a clay volcano, with a jet of bubbles, positioned on the left wall and blowing toward the right. Left from there, you see a fish in a passageway. If you investigate the jet of bubbles with your submarine pod, you will cause a reaction that pushes the fish down a bit. Then you can descend and repeat the process with a lower set of jets to push the fish toward the right. Follow in that direction to find another underwater geyser, which sends the fish up so you can photograph it and activate the barreleye record.
Travel to the upper left side of this wide area and pass through an opening where an arrow indicates. In this new screen, you have a split in the passage where you can go directly left or swim down a bit. Go with the latter option. To the lower left, as you proceed, you’ll find the fish that is your target. However, it retreats. Head back up a short ways to find a red fish swimming around. It will start circling your sub. Then head right and descend along a passage leading to your lower right. Avoid the jet of water that pushes you toward a sea urchin, which harms your sub and scares away a fish. You will find another red fish. You need to collect several such fish to please your target, potentially on multiple runs that net you a total of up to four per run, so venture to the lower left from where you found the second fish and you will locate fish number three in a dead-end passage. You have to slip over to it when jets won’t propel you into an urchin positioned along the ceiling. Then you should head back right and descend to find the fourth fish. From there, carefully backtrack to the angler fish and you should be able to investigate it and keep its attention long enough to obtain the footage you need, thus obtaining the angler fish record. If not, keep trying until you have fed it sufficiently (there are other fish you can find to the left, but there’s no need to bother with them).
Return to the right and head toward the upper right portion of the area to find a chamber with a bunch of purple coral. There are two cuttlefish swimming here: one red and one purple. The purple one is your target, but as you get near, it swims to other bits of coral. To capture it in action, you must get tricky. For now, just head south along the sea floor and you will find the stone fish, resting on the floor. It won’t come out while you’re visible, though. To solve this problem, simply float left into an alcove with coral positioned in front of it. Wait there, and you should hear the sound of something dislodging itself from the sea floor to your right. Drift slowly right and tap or click on the fish to photograph it and add stone fish to your records.
Now it’s time to tend to the cuttlefish you spotted a moment ago. The way to win here is essentially to herd the red fish so that they settle within the coral patches that are purple. Then you can cut off escape routes, and the purple cuttlefish will slowly ascend toward a red patch of coral near the top right side of the area. Keep moving red cuttlefish to take up its favorite positions as you ascend, and soon it will have only the red coral as a hiding place, allowing you to take its photo and add cuttle fish to your records.
Your success finding the first five fish has produced a new target, the medusa fish. It swims through an opening accessible at the lower right side of this area, so follow it in that direction. You will find the fish to the right, and you can click on it to start filming. This triggers a sequence of events that finds your sub damaged and deep in black water. Direct it toward the right and as you float in that direction, you will complete the episode and receive the Mission Atlantis – Episode 1 Medallion and 150 Credits as your reward. Then you can tap or click to play the next episode.
The second episode picks up where the first one left off, with your submarine floating near a mysterious underwater facility. Your goal now is to enter that facility.
Start right and bash your submarine against a purple cylinder blocking passage to the right. You can hit it a few times to break through. Now you are supposed to get a shot of markings on a nearby wall. They look like a square, a squiggle, and a fish. Examine them to obtain a record of glyph 1. There also is a groove just to the lower right, which has three purple glowing panels along its base. If you try to position yourself there, you’ll find you can’t yet use the groove for anything, but keep its location in mind.
Drift right and you will see the markings on the wall more clearly. They are attached to bits of tubing that extend up, right, and down. Each bit of tubing is in the direction of an available opening, and this area can effectively be considered the “area hub.”
Begin your exploration with the opening on the top side of the hub area, which the markings on the circle on the wall suggest will lead to a sea monster of some sort. This appears to be a dangerous area. Drift up and toward the right to break through a purple cylinder and find a little red fish that will swim in circles around your sub. Then head left from there to break through another one. Start down the passage to find the puzzle key item. Then return right and ascend a bit. There are markings on the wall indicating five fish and some sort of other item. Above that, you can find two more fish by breaking through cylinders to access passages to the left and right. Do so, and then ascend again.
A short distance up in this direction, you should see another purple cylinder blocking a passage. The same passage has another cylinder blocking its right side. Approach from the right side, break through the cylinder, and collect what will be your fourth miniature red fish. Then return right and ascend again. There are passages to the left and right, blocked by more of the tubes. Head toward the tube on the right, making sure to avoid the left passage. Break through the cylinder blocking the right passage and explore to find a second puzzle key. Then head left as if to break open that passage. You will cause activity to the left, as a shark appears and tries to pursue. It will be successful in that attempt momentarily, so you need to flee while you can. Head quickly back down the way you came, but without venturing into the side paths where you located the puzzle key and fish. At the bottom of the area are two openings, one on the right side and one to the left. You want to head left through a gap and toward that left opening. The shark should follow and get stuck.
Now descend through that left opening to arrive back at the area hub.
This time, you want to “go right” and explore the passage to the right side of the chamber. It leads to a mysterious chamber. Float right and up toward the top of the area. Click on the image on the wall, which depicts six fish beneath what looks like a pyramid, and you will obtain glyph 6 for your records. Travel right from there and “go up” through the opening to reach a new corridor. It is the one where you freed the shark before. Head up and to the left to find glyph 5 on the wall. Ascend to the area where you found the shark and look on the wall to the right to also find and photograph glyph 3. Now you can “go down” again, using the opening on the right, to return to the room to the right of the area hub.
You’re only here briefly. Head straight down, watching out for the eel, and descend through the opening along the bottom side of that corridor to reach a new chamber. Here, there are a series of translucent pink pipes, connected by darker red bits of pipe. If you drift directly down, you will find an artifact stuck in one such bit of translucent piping. To the left, there is a second such artifact. You can drift to the lower left from there to photograph glyph 4.
To solve the puzzle in this chamber, you first need to discover that you can click on the red, elbow-shaped pipes to rotate them. The goal is to connect the translucent pink piping in this manner. A large tank is positioned along the upper left side of the tubing, and you want to turn elbows so that you direct a flow of water from that panel to the far right side of the area.
Follow the pipe out from that reservoir. Ignore the first elbow and follow the pipe leading down. Turn the second elbow to connect to pipe to the left, and turn the third elbow so it faces down and connects to more translucent pink pipe. Turn the straight segment of pipe so it is vertical, and leave the next two elbows as they are. After that, spin the next elbow so it connects to pipe to the right, and the elbow after that so it connects to a lower bit of piping. Then the pipe in the lower right corner should be spun so it connects overhead. Keep that path going by turning the straight length of red pipe vertical. Then turn the next elbow (the one positioned beneath the artifact) so it connects to the left. The next pipe then needs to be turned and should finally create a clear path. Head up to the red button to the upper right and click or tap on that to suck a fish through it.
You can modify pipe locations again now, to create a simple pathway so that you can summon more fish to swim through and they will dislodge the puzzle key you saw near the button, and another puzzle key to the left from there. It’s the same principle, and easily enough accomplished.
Head up through the overhead opening, so you’re back in the hub area. You will see that two of the three symbols on the back wall are now highlighted in orange, leaving just one to the right that still needs your attention. Travel in that direction again. This time, you’ll want to tend to the puzzle, which requires you to lure electric jellyfish so they power the circular panels around the room. You can find a bunch of the jellyfish just to the lower left as you enter. Get near and one will float toward you in slow pursuit. Lead one up to each of the panels positioned around the room (still watching out for the eel, which freezes you in place) to open walls around the area. Then dip into the openings to find rewards. Near the upper right, you can photograph glyph 2 on a wall. Near the far lower left side is a puzzle key. Meanwhile, another puzzle key is in the chamber on the area’s upper left side, and you can lead the final jellyfish to the room near the lower right side of the area to trick it into passing through a couple of red bars to power a device somewhere in the facility.
Assemble the puzzle keys by accessing them from your inventory and selecting the “assemble” option. Slide them together to create a circular coin. It’s a simple matter now that you have all six pieces. You will create a singular key, rather than a fragmented one.
Return left to the hub area. Remember the groove you saw upon first entering the area? Rest your sub in that now. You will automatically place the key at the center of a circle. There are five layers of ring you can click to spin circles at the center of the circle. Click the second one in once, the third one in five times, the fourth one in six times, and the center one a total of seven times. That will cause glyphs to appear along the outer ring. Consult your folder of “Mysterious Glyphs” now and to determine the order in which you need to tap the glowing circles you caused to materialize. When you tap them in the proper order, from 1 through 6 in numerical order, glowing rings of light will start circling. The order is: bottom glyph on the left side (1), middle glyph on the right side (2), middle glyph on the left side (3), bottom glyph on the right side (4), top glyph on the left side (5), and top glyph on the right side (6).
A scene follows and you are awarded the Mission Atlantis – Episode 2 Medallion and 150 Credits as a reward for completing another episode. Then you can keep going to the next one.
The final episode on this island begins as you arrive within the building, which the game identifies as the undersea city of Atlantis. Your new objective is to escape.
Start by drifting right, keeping toward the bottom of the chamber, to arrive at an opening leading to the next screen. There, you are greeted by a mysterious, garbled message apparently sent by a sentient red orb. The path splits, with an opening to the right and another one overhead.
For now, head to the right. In that direction, you reach another screen where all you can do is ascend to reach yet another screen. Here, you can follow a snaking passageway to the right, which opens into a large chamber with a green barrier. There is a green button along the bottom. Press it to make a green orb appear. You need to bat it around so that it heads up and around the outer edges of the room, finally settling in place in a console to the right of the green barrier. This activates emergency power. Now press the red button overhead to produce a route out of the room.
Travel left and then exit to a room below. As you arrive, you’ll be treated to a glimpse of a monster in a tank. Descend and head left, and you’re back at the split in the path you visited a while ago. This time, drift up through the overhead opening and then to the upper left, where you can press a red button. Doing so opens the green barrier to your left. Drift through and press the green button you find there to produce another orb. Take the orb back to the right and press the red button again, which opens the overhead barrier and closes the one to your left. Position the orb in front of the closed green barrier to your left and leave it there for a moment as you drift up and around through the corridor to find a button to the upper left that you should press. Then drift down and to the right, where your green orb is waiting. Push it left through the opening you created by pressing the button, then up so that it rests a short distance to the right of said button. Get to its left side and push the orb toward the right, so that it finally comes to rest in front of the panel in front of a tank with a monster in it. You have supplied the area with more power.
Head left and press the button, then return to the right and descend through the opening, past the critter in the tank. Continue to the bottom of the area and then head through the opening to the right. Start up through that area and you will notice there is something to the right. Head in that direction to investigate. The hallway follows a curving pattern, and visibility is poor. You need to move and steer clear of any holes in the background, as a giant eel will appear and swallow your sub. Partway along the path, you can press a green button to produce an orb, then push it ahead of you so the eel swallows that instead of your sub. Bat it ahead, and make a rush for it only once the eel swallows the orb and starts to retreat. Past the eel is a red button you can press to open a chamber overhead. Do so.
Head through that opening and then drift left, past more of the holes where the eel can sometimes appear. Arrive at the base of the passage in that direction (near the green button you pressed a moment ago) and press it again to generate another green orb. This time, rather than leading the orb past the eel, punt it up and along the route you just followed to return to the green button. To the right, where you reach the red button again, press it and then keep the green orb going downward and finally left so it comes to rest in a console.
Your actions produce a scene, and a new challenge: “Find me. Find me.”
Head back up. Press the red button, then continue up toward the top of the area. Head left from there, then down along the left wall and left through the lower exit. Ignore the decoy pods you may see in this area, as they will steer you wrong.
As you enter the next screen, you will see a panel open to the upper left. Head up and left to reach that and pass through it, which brings you to a point where you are swimming outside your pod in a pool of water. Hop onto land to your right and head in that direction. Then hop up some rock ledges that are positioned at the base of the shaft and along its sides, which takes you to a platform where a pilot appears to be resting in front of a glowing console. Click on his helmet to receive the Atlantis Captain costume.
Next, click on the computer console just to the right of the seat where the pilot was positioned. View a sequence of scenes depicting the craft of a spacecraft, comprised of the snippets you’ve already seen up to this point. When those scenes end, head down through the area you just explored. Gates will open and close regularly, so you don’t have to worry about flipping switches. Just descend and head left, in which direction lies the room you visited as the episode began. When you arrive in that room, float toward its center and then a sequence will follow. As it ends, you receive the Mission Atlantis – Episode 3 Medallion and 150 Credits as a reward, and now you’re finally done with the island.