Mutropolis Mutropolis

Year:  2021

Genre:  Sci-Fi

Links:  Moby Games, Steam, Adventure Gamers

Mutropolis is a 3rd person science fiction adventure set in the year 5000 AD. Humans are living on Mars, with archaeological explorations back on Earth led by small teams. Playing as Henry Dijon, you are a member of such a team; after your team leader is kidnapped you must search for clues to hopefully lead to his rescue. There are 24 Steam Achievements, all documented in the walkthrough below.

Act 1: Discovering

Search the bags to get your geological chronometer, but you will discover that your trowel is missing. Use the geological chronometer on everyone (Carlata, Luc, Micro, Cobra and Totel) Date Your Friends. Talk to Totel. Use the geological chronometer on the door, then talk to Totel about everything.

Return to the main part of the cave. Pick up the big blue mushroom from the right. Try to open the toolbox, but you need a code. Talk to Luc to get the first half of the code, then talk to Micro. Drop your mushroom into the hole to create some light. Now talk to Micro to get the second half of the code. Now you can open the toolbox, and you will take some aqua dentata.

Examine the rubble to the left of the hole. Talk to Carlata about the binocular case, then talk to Micro and accuse him. Examine the rocks near the cave entrance. Now talk to Cobra, using reverse psychology. Examine the fluorescent powder near Cobra's feet. Search the mushrooms behind Carlata to find the trowel.

Return to the large door. Use the aqua dentata on the door, then use the trowel. Open the door and go through. Once you are alone, go left.

Act 2: Totel is the Key

Laboratories

Examine the painting on the far right El Greco. Pick up the small Martian plant on the right, then go through the nearby door. Talk to Carlata, then go through the next door into Totel's office. Examine the green mask 3 times, then pick up the piece of iron that falls down. Search the drawer to find some breath spray. Look at the shelving on the right. Examine the notebook on the left. Now look at every page of the other 5 books Bookworm.

Examine the hole near the floor along the back wall, then use your trowel on the hole to get a pen. Leave the office, then look at the floating orange planet, which is made of Martian soil. Put your small Martian plant into the planet, and you will end up keeping the pot. Go back out and return right to the lab. Look at the samples on the bench and you will grab the Linden blossom. Go to the far right and take the lab coat, then take the ID that was hidden behind it.

Return to Carlata's office and use the lab coat to collect the chilli pepper from the plant. Go back to the lab again. Use the jar in front of Cobra to fill your empty pot. Examine the thermal regulator to the left. Once you see the close-up view put your pot of water into the small clamp. Put your chilli pepper into the main compartment of the thermal regulator, to warm up the water. Add the Linden blossom to the hot water, then take the pot again. Go and give the pot to Carlata, then you will automatically take her mojito. Enter Totel's office and pour the mojito over the plant on Totel's desk. Pick up the hidden note, then examine it in your inventory - you will remove the paperclip and find that the note is a map. Return to the lab and give the secret note to Luc. Now talk to Luc and Micro about everything.

Leave the and find the elevator to the far left. Go down to the first floor.

Hall

Examine the vending machine on the left. Use your ID card in the slot, but it has expired. Back out and take the chromatic thermometer from the right wall. Go through the large right door into the hangar. Pick up the screwdriver from the nearby box. Talk to Petra, then to the pilot. Back out and examine the blue box to the right, then talk to the police. Talk to the pilot again and agree to work with him. Return left, then go out to the garden.

Examine the small black monolith, which has a fingerprint reader. Check your fingerprint, but you have level 2 access, and require level 3 access. Go around the back of the building, and you will overhear a conversation with Cobra. Take some rope from the warning sign. Go back to the elevator and up to the second floor.

Laboratories

Return to Carlata's office and examine the printer. You need to create 2 printouts, by choosing the options, selecting render, then selecting print:

  • Pilot: Round head, eyes like frowns, mouth to the side, thick male hair
  • Carlata: Round head, big eyes, even smile, hair over eyes

Give the Carlata identikit printout to Carlata Spitting Image. Now go back to the elevator and head down the basement.

Basement

Talk to Frida about everything. When you see the body up close, you need to press various body parts based on one of the books in Totel's office:

  1. Nose
  2. Thumb
  3. Little finger
  4. Tongue
  5. Nose
  6. Winking eye
  7. Bulging eye
  8. Winking eye
  9. Tongue

Now you can pick up the flask. Move the creepy sheet from on top of the other body. Examine this body, then take the bottom red cylinder - you will end up with part of an ancient smoke bomb. Back out and examine the wooden box on the bench. Read the note in the lid. Use your glass on the small green stand, but it will fall and break Butterfingers. Next put the flask on the small green stand. Use the brush on the white powder, then drag it over the left side of the flask (1/8) until you can clearly see a fingerprint. Now use the scotch tape on the fingerprint. Retrieve the flask. Leave here and return to the elevator.

Hall

Go out to the garden and examine the monolith again. Use Frida's fingerprint on the fingerprint reader. Change the season to winter, then pick up some snow from the base of the tree. Use this on the snow at the base of the tree to start building a snowman. Pick up some more snow and use it on the body, then talk to the snowman and give it a name Frosty Friendship.

Examine the lowest icicle on the tree - you cannot reach it. Use the monolith to change the season to autumn. Throw your lab coat over the branch where you saw the icicle. Now change the season back to winter. Use your trowel to get the icicle. Use the monolith to change the season to summer, then pick up an apple from beneath the tree. Head back inside and use the elevator again.

Laboratories

Visit Carlata and show her your ID card. Enter Totel's office and pick up the folder on the floor. Return to the elevator.

Basement

Use the wooden box, and place each of these items on the small green stand, dusting them for fingerprints:

  • folder (2/8)
  • ancient smoke bomb (3/8)
  • ballpoint pen (4/8)

Back out and read the book on picking locks in the small display here. Now go back up to level 2.

Laboratories

Go back to Carlata and give her the folder - she will reactivate your ID card.

Hall

Examine the vending machine on the left. Use your ID card in the slot, then select to buy a turnip and a chocolate. Take your ID card back again.

Laboratories

Go right into the lab and give the turnip to Cobra 100% Organic. Now use your chocolate on Trevor's cage. Give Trevor the piece of iron and get him to turn it into a star. Get him to turn the paperclip into a heart. Give both back to Trevor and get him to flatten them. Now combine the two in your inventory to create a lock pick.

Out in the corridor, examine the security cupboard, then use your lock pick on it. Move the top part around until it snaps into place near the top of the lock. Repeat this with the bottom part until it snaps into place, and the door will open. You will automatically retrieve the survival kit.

Return to the lab and give the ancient smoke bomb to Luc. In your inventory, combine the straw with the chemical components. Head out towards the elevator, and use your rope knot on the colossal statue to get a single thread.

Hall

Head right to the hangar. Use your thread in the green oil puddle, then combine it with the stuffed straw to make a home-made smoke bomb. Walk over towards the pilot, and use the ballpoint pen on the identikit picture to adjust it, then give the picture to the pilot. Now pick up the hair spray. Return to the basement.

Basement

Use the wooden box, and place each of these items on the small green stand, dusting them for fingerprints:

  • breath spray (5/8)
  • hair spray (6/8)

Hall

Go back to the hangar and give your home-made smoke bomb to the pilot. While the smoke is present, search the silhouette of the lost and found box (you will end up with 2 pieces of chewing gum). Go back to the pilot and give him one piece.

Talk to Petra about a package, then return to the elevator.

Laboratories

Enter the lab and look at the large box beneath Micro's desk. Examine the sample container. After automatically talking to Micro, go back to the sample container and read the sample information at the bottom. Grab some hair fibers, then back out.

Basement

Give the hair fibers to Frida, saying "Please, please, please..." and then shedding a tear.

Laboratories

Use your computer and select these options:

  • Left, right Delete Browser History
  • Right, left, left, left, right Wake Up, Sheeple
  • Right, left, left, right, right

You will now end up with a photo. Go to the sample container and use this with both the damaged shirt and the food leftovers.

Basement

Show the photo to Frida, and she will give you a freckle chart.

Laboratories

Example the sample container and use the freckle chart on the skin tissue. Now you should be able to take the finger. Use the thermal regulator again. Put the chromatic thermometer in the clamp. Now put the frozen finger, icicle, ice cubes, breath spray and chewing gum into the main compartment. Once the thermometer changes color, collect the purple fluid in your hair spray bottle.

Hall

In the hangar, use the purple spray on the pilot. Talk to the police. Leave the hangar, then go back inside again. Talk to the pilot, who will now give you a ride once you assemble your team and have a destination. Return to the vending machine. Insert your ID card in the slot, then select to buy another chocolate. Take your ID card back again. Enter the elevator and examine the suspicious panel on the right.

Laboratories

Enter the lab. Use the chocolate on Trevor's cage. Give Trevor the screwdriver and get him to flatten it. Return to the elevator and use the flat screwdriver on the suspicious panel, then use your trowel on it. Now use the screwdriver on the secret door, then examine it again - you will need Cobra's fingerprint. Replace the loose panel and go back to the lab. Give the apple to Cobra, then search the trash can for the bitten apple.

Basement

Use the wooden box. Put the bitten apple on the small green stand, then brush the bitten apple (7/8) for fingerprints. Use the scotch tape to get Cobra's fingerprint, then pick up the bitten apple again.

Laboratories

Enter the lab and throw the bitten apple back into the trash can You are forgiven, human. Enter the elevator and remove the suspicious panel. Use Cobra's fingerprint on the secret door, then go through the secret entry. Try to use the switch on the wall here, then use the sparks in the darkness to the left. Open the curtain on the right and you will climb outside. After talking to Isis, climb up the ladder to return to the secret room.

Examine the board and notice the symbols on photos where Cobra is happy; in particular identify them from left to right on the board. Now examine the safe and open it by pressing these 4 symbols Bad Mood Board:

1
2
4
3

Take the cylinder from inside the safe. Climb out the window again and go around to the elevator.

Basement

Use the wooden box. Put the cylinder on the small green stand, then brush the cylinder (8/8) for fingerprints Methodical Detective.

Hall

Go out to the garden, and around the back of the building. Give the cylinder to Isis. Head back inside to the elevator.

Laboratories

Enter the lab and talk to Luc.

Act 3: The Custody of Mutropolis

Base

Look out at the horizon, then search the backpack to get your trowel. Take the knife from the tree and you will find an electronic circuit. Also pick up the lemons to the left. Search the boxes to find the survival kit. Use the knife to open the survival kit (to get some sun cream and a match). Use your trowel on the closed box, then look inside and take the remote control.

Talk to Micro about everything. Talk to Luc about everything, making sure to ask for Max's user manual. Now talk to Carlata, asking about everything including the manual - you will end up with your notebook. Go right and talk to Max, asking for a copy of the user manual. Give him your notebook, and you will get the instructions. Give these instructions to Micro.

Using the map on the table, send Max to the lake. Talk to Max when he returns and say "Nice fishing rod", then "Play it cool" and "Absolutely slander blackberries" - you will end up with the fishing rod. Use the fishing rod on the defunct robot to get its antenna. Give the remote control to Micro, and he will place it on the table. Look at the table and insert the antenna. Go and talk to Luc again, this time asking for batteries. Give him a lemon and you will get an improvized battery. Go back to the table and use this on the remote control. Pick up the remote control and use it on Max Why, Robot?.

Now give the remote control to Carlata. Pick up the binoculars from the table, then examine the small bright spot on the edge of the left crater All That Glitters. Now examine the small dark spot just above the lake, and you will locate Seth. Click at this spot on the map on the table, and Max will leave. Now you need to trace his journey through these points:

  1. The small dark spot just above the lake
  2. The oval stone at the right shore of the lake
  3. The flat rock on the left edge of the crater below
  4. The oval stone near the tall stone statues
  5. The round stone on the beach near the inlet to the large crater
  6. The triangular stone just the other side of the purple bushes
  7. Max, at the edge of the brown craters next to the other purple bushes

After picking up the map, go down the steps between the trees.

Craters

Go left and watch what happens. Go left again and use your notebook to sketch the relic (1/9). Return right and give the knife to Micro so that he sharpens it for you. Continue right to return to the map.

Carved Head

Use your notebook to sketch the heads (2/9) on the left. Walk to the right and use your notebook to sketch the statues (3/9). Look at the visitor information board to find out about a tourist map. Try to talk to Harolyn, then to the villager on the left. Give him your match, then talk to him about everything. Show your map to Clayton, and he will add some more locations.

Now you can walk up along the path. Use your notebook to sketch the giant head (4/9), then continue further along the path. Examine the stone heads What's In A Name?. Use your notebook to sketch the colossal statue (5/9). Look through the left window, and use your notebook to sketch the relic (6/9). Back out, then approach the right window. Examine the sign and you will move the branch out of the way. Use your knife on the airflow. Try to move the board, but it is stuck.

Beach

Use your notebook to sketch the bird (7/9). Try to take the moss, but it is too sharp.

Faux-Roman Temple

Use your notebook to sketch the fountain (8/9). Take a flower from the water in the fountain. Examine the skeleton. Move the ribs and pick up the Exo-Mars pin.

Base

Ask Luc to find you some protective gloves and a crowbar (he won't give you either).

Village of the Guardians

Head along the path twice, then talk to Isis about the passage - she will give you a steel rebar. Go back to the right window and use the steel rebar on the board. Head through the opening. Examine the door and the console, and you will discover you need a key. Stand on the inscription in the floor and Isis will save your life. Give her the flower Hardcore Romantic. Go back to the village and talk to Clayton, who will insist you complete 3 trials to be able to gain access to the crypt Naturist.

Try to walk on the hot coals, but you can't yet. Go back outside and search your backpack, then use the sun cream. Return to the cave and walk over the coals. Now try to put your hand in the hole, but you can't. Leave the cave and use the booth to put your clothes back on.

Talk to Isis and improvise (1/7). Go along the top left path and head towards the stones, then talk to Isis and say something smart (2/7).

Base

Talk to Isis and praise her (3/7). Look at the mouth in the tree here, and Isis will help you put your hand into it.

Craters

Talk to Isis and ask her to stay (4/7). Now talk to Micro and he will give you the gloves.

Beach

Talk to Isis and be polite (5/7). Use your gloves on the moss, then put your hand in the face here.

Faux-Roman Temple

Talk to Isis and say something nice (6/7). Put your hand in the face here.

Village of the Guardians

Go through the archway to the challenges again. You should now be able to put your hand in the face here. Step into the arena, but you need some guidance. Return outside and use the booth to get dressed. Talk to Clayton about the third trial, then talk to Isis about dancing. Give the Exo-Mars pin to Clayton, then look at the visitor information board again and you will take the blueprint.

Base

Use your map on the table, then add the blueprint to the map. Drag it to the left so the curved lines align with the lakes, and it will stick in this position. Click on the position marked in the middle of the sea. Now use the binoculars and look at this position See What You Can Sea. Search the boxes near Luc and take the boat (and remote control).

Beach

Put the boat into the sea, then use the remote control on it. Open the space capsule and read the diary inside.

Faux-Roman Temple

Examine the skeleton again. Open the flap on the backpack, then use your knife on the zipper. Take out the paper, which turns out to be a treasure map.

Base

Use your map on the table, then add the treasure map. Fold the left side once and the right side twice. Now click on the large tree at the top left of your map, and you will mark this position.

Treasure

Talk to Isis and engage in conversation (7/7) Smooth Talker. Use your notebook to sketch the colossal statue (9/9). Read the note, examine the loot, and then look at the package on the ground. Read the blue note, then take the card. Use your knife to cut the taut vine.

Base

Insert the card into the slot next to the face on the tree. Read the papers in the compartment that opens up We The People....

Village of the Guardians

Show your notebook to Harolyn, and he will teach you to dance. You must have collected all 9 sketches in your notebook. The correct order for the complete dance is as follows (you will automatically be correctly with some finer details of the moves):

3
1
2
5
9
6
7
4
8

Go through the archway to the challenges again, then go to the arena and repeat the same sequence as above. Now you can go through the curtain to the right Now You See It, Now You Don't. Pick up the viscous mass from the ground (this becomes an unknown object in your inventory). Examine the plant on the left, then use your unknown object on the object that dropped to the ground.

Now that you can see again, pick up the vessel from the ground. Look at any of the cards on the ground, then head out through the entrance on the right. Talk to Clayton, then return to the crypt. Examine the cards until you find the one belonging to Rubina Bravo. Look at the covered section of the ossuary wall, then take the crystal gems. Go back outside and talk to Clayton about Rubina.

Craters

Pick up the juicer. Try to go left, but Sobek is blocking the way. Talk to Max, and ask him to sneak into Seth's camp Pixel Party.

Click on Sobek to get a new objective of retrieving the key. In your inventory, remove "meow" from the trash. Use "meow" on Sobek, then quickly use your recorder on him to get a "groar". Use this on Sobek, then use the recorder on him to get an "ouggh". Use this on Sobek. Pick up the salt cellar that was dropped by the bird, then use this on the water to the left. Use the "ouggh" on Sobek once more, and you will steal his key. Use the lever on the left of the console to lower it, then examine the console. Insert the key on the left. Now you need to press on 3 symbols in this order:

  • Man holding key
  • Man holding lightning
  • Water jug

Quickly enter the cage to get electrocuted, then enter the water to get rid of the bugs. Examine the control again and press all 5 symbols, finishing with the water jug. Quickly use the "ouggh" on Sobek and he should become trapped in the cage. You can now enter the spaceship to get an instant camera. Return right to Henry. Press the button on the camera, then take the camera.

Beach

Use your vessel on the sea to collect some water. Also pick up some of each color of seaweed (green, blue, pink, orange and yellow).

Faux-Roman Temple

Fill the hole with water, then use your trowel to mix the clay in the hole. Use your vessel on the hole to collect some clay in it.

Village of the Guardians

Enter the crypt. Look at the ossuary wall again. Place the clay on the stone base, then put clay on each of the 3 skulls. Use the blue seaweed and crystal balls on the right skull, then use your instant camera on it to take a photo. Go back outside and show the instant camera to Clayton to confirm you have a picture of Rubina. Use your lemon on your juicer, and you will make a mess. Look at the secret note in your inventory. Combine your ID card and photo of Rubina.

Go along the path to the museum and head inside. Examine the console, then use your ID on it to get through the door. Try to go through the next door, but a sensor stops you. Put the knife, trowel and remote control into the rectangular depression (along with Carlata's ring), then go through the door. Talk to Carlata, who will give you the Key of Souls. Examine the console next to the door on the right, then press the numbers indicated by the secret note:

2
4
3
1

Go through the door. Look at the small museum label on the floor near the mountain of coins Correct That Typo. Hide behind the mountain of coins, then grab a coin from here. Throw the coin at the bell - while the cat is distracted, quickly go right and hide behind the blue fabric. Pick up the yarn from the right, and another coin from the small pile here. Throw the coin at the bell - while the cat is distracted again, quickly go left to the mountain of coins.

Talk to Isis to make a plan. Once Seth arrives, you will sneak to the next room. Blow out the flame next to you. Talk to Totel and ask him to blow out his candle. Talk to Cobra and accuse her of betrayal, then ask her to blow out her candle. Give your notebook to Cobra It Ain't Rite!. Use the Key of Souls in the lock, then use your trowel on the scarab.