Myst III: Exile - Walkthrough by Allia - v1.1
final
========================
Table of Contents
I.
Introduction
II. Revision History
III. Walkthrough
A. "Tomahna"
B.
"J'nanin"
C. "Voltaic"
D. "Amateria"
E. "Edanna"
F.
"Narayan"
I. Introduction
========================
This is my
first attempt at a walkthrough. Unfortunately I didn't have the time
to do
subtle hints first, then detailed hints later. It's all detailed.
Insert
disclaimer here about not responsible for typos, errors, or
ommissions. yada
yada yada.
As with previous Myst games, hints can
be found by relating sounds, shapes,
colors, and sequences.
About the
interface, you have an almost totally free range of vision when you
move the
mouse around. If you want to make your view stationary and move the
hand icon
independantly of your view, click the right mouse button once. You
will need
to do this to open the journals in your inventory below. Right-click
again to
resume free-look mode.
II. Revision
History
========================
v1.0 - 05.08.01 - Complete through
introduction age, Tomahna, and first real
age, J'nanin.
v1.1 -
05.10.01 - All ages complete to end of game. Minor spelling and
name
corrections.
III.
Walkthrough
========================
A.
"Tomahna"
_______________
Just listen to Cathrine chatter about Atrus
then head forward into the study.
You can browse around Atrus' desk on
the right. Read the letter there about
"Nara padlocks". The linking book
behind his desk is not functional.
On the other side of the room is the
Releeshahn book in a glass sphere. Walk
over to it, inspect it, and Atrus
will walk into the room. He will hand you a
journal of notes.
Meet the
freak, Saavedro. He will chuck a molotov cocktail type sphere at Atrus
and
make off with the Releeshahn book. Follow him with the linking book he
leaves
behind.
B. "J'nanin"
_______________
When you first enter this age, you'll see Saavedro escaping around a
corner. No
use chasing him. He's locked himself in the tower in the middle of
the island.
Survey devices:
Each device has a colored gem on top and 3
view portals. You can rotate them by
clicking below the portal area. Connect
the dots, lalalala!
From the red survey device at the start, go left down
the ladder and continue
"west" to the yellow survey device. Look to the left
of it for another device.
Rotate the handle on this new device until the
opening shines light. You want
to connect the survey devices with the beam of
light starting from the first
yellow one. It connects around the island in a
counter-clockwise direction.
Yellow, blue, green, red, another yellow,
purple, and another red.
This will bring the light to a device pointed at
a door and emit a rainbow
spectrum. This we'll call the Rainbow Door as it
will be referenced later.
Spore Bridge:
On the north side of the
island, go down a spiraling walkway. Enter a
stained-glass building. Use a
lever on the wall to open the iron grating. Next
room, push button on left to
open door to the freak's room on the right. Ignore
the freak's room for now.
Continue forward and exit the other side of the
stained-glass
building.
Outside, go to the left. Touch the plant on the right. Push the
top of the
plant on the left and a creature will emerge and feed off the
plant to the
right. Notice how the plant reacts when the creature
chirps.
Go back to the path intersection and continue forward to a
ladder. Halfway up,
get off to the left. "Tune" the huge plant here in the
direction of the little
creature until you can hear it the loudest. This will
make the spores on the
wall here swell up.
Continue up the ladder to
find the bridge the spores made.
Freak's Room:
Go back to the
stained-glass building. Enter the freak's room via the middle
path inside.
Get the journal on the hammock. Notice the drawings of gears at
the end of
the journal.
Walk behind the red elevator. Get inside and pull the lever
on the right side.
Take a ride up and get and earful from the freak. Press
the green button to go
back down. Get out of the elevator and pull the lever
on the right side of it
while standing outside. Crawl into the hole where the
elevator was.
Move the 4 gears on each side into the positions shown in
the journal. The
first ahead, set the left weight all the way down. The
middle and right weights
half way down.
Turn right. Set 2 of this
gear's points with the coiled end pointing out, one
pointing in. Rotate the
gear by clicking in the upper middle area to access the
other 2
ends.
Turn right. Move the lever so it is touching the gear teeth on the
bottom.
Turn right. Rotate the left gear until the missing tooth is lined
up with the
gear on the right.
Climb out of the hole. Pull the lever
to get the elevator back. Get into the
elevator and pull the lever. If you've
set the gears correctly, the elevator
should turn 180 degrees before going
up. This will let you open the door into
the freak's inner
lair.
Freak's Inner Lair:
Go around and pick up the journal on the
floor. This will add 2 pages at the
beginning of the freak's journal you
already have.
Push the blue button next to the imager. This will open the
3 portals around
the room. Watch the freak rudely interrupt Atrus' speech and
tease you about
"finding the symbols".
Go to the first portal behind
you. The object is to line up the image with it's
identical image somewhere
on the island. The left lever zooms in and out. The
right lever focuses. You
can grab and drag the view in the middle. Each symbol
is on one of the giant
tusks on the island in the dark windowed area. I'll
refer to the symbols as
the circle, bird, and rabbit (it's probably a plant but
the Playboy Bunny
profile came to mind first time I saw it.)
When you line up the symbol
correctly, note the dots around each portal. Their
positions corresond to the
dialing locks inside each tusk. I'll call the
outer-most dot #1 and the
inner-most dot #4 and reference their postion as they
would be on a
compass.
Circle: #1-NNW, #2-ESE, #3-SSE, #4-W
Bird: #1-NNW, #2-WSW,
#3-S, #4-SW
Rabbit: #1-SSW, #2-W, #3-S, #4-E
Circle Tusk:
The
circle tusk is near the beginning of the Age at the first red survey
device.
Go past the tusk and down the ladder to the right. The object here is
to use
the two levers to tilt and roll the barrel back behind the ladder. Once
you
succeed in doing this, don't forget to leave the ladder straight so you
can
climb down it.
Go up the ladder and down into the hole a few steps
in front of you. Open the
door at the end of the walkway and head back to the
two levers. Now you need to
tilt and roll the barrel to the other end to fill
the hole inside the room.
Again, remember to leave the ladder straight after
you succeed.
Go back up the ladder and down the hole again. Go into the
room and postion the
dots as stated in the Freak's Inner Lair section. Press
the center button. Down
comes the linking book for the Amateria
Age.
Bird Tusk:
The bird tusk is where you made the spore bridge.
Again, follow the appropriate
dot pattern given in the Freak's Inner Lair
section. Press the center button.
Down comes the linking book for the Edanna
Age.
Rabbit Tusk:
The rabbit tusk is at the Rainbow Door. Remember
the sequence in which the
light hits each survey device and each survey
devices color. Press the buttons
above the door in that order. Yellow, blue,
green, red, another yellow, purple,
and another red. Again, follow the
appropriate dot pattern given in the Freak's
Inner Lair section. Press the
center button. Down comes the linking book for
the Voltaic
Age.
C. "Voltaic"
_______________
Here you will
find a vault door in a stone building and a metal sphere
containing the
linking book for J'nanin. From the start, turn around and follow
the path
into the island. Once inside the rocks, find a path to the right.
Follow this
to an intersection, picking up a few more pages of the freak's
journal along
the way. Ignore the door on the left. It can only be opened from
the other
side.
Turn right down the blue path. Halfway, picture on right wall
showing symbols
connected with dotted lines. Climb up ladder on left. Turn
valve wheel to open
dam. Climb back down.
Turn left, go to end of
corridor. Another vault door. Go down ladder to the
right. Press red button
to open door. Walk through and crank handle. This jacks
up the hydrolic arm.
Climb up and go back to the ladder leading to the dam. One
step towards
airlock at end of corridor, look left. Click to extend turbine
fins. Now
notice two symbols are now lit up on the wall.
You can now go back down
the corridor and open the airlock. Climb down the
ladder inside, press the
button on the imager to hear Saavedro talk about the
horrors Atrus' sons put
his people through. Turn around and go to the end of
this long
hall.
It opens into a large room with a huge cylindar in the middle. This
is where
power is directed throughout the island. But the power lines on the
sides of it
need to be reconnected properly. Go down the ladder and inspect
the wall of the
cylindar. Move the upper row twice to the right. Move the
middle row once to
the right. Move the bottom row five times to the right.
Find some more journal
pages on the other side of the cylindar.
Head
back all the way outside to the long path where you started this
age.
Follow the long path into the island. Ignore the elevator on the
right and
continue to the end of the path, go down the ladder. See huge
airship on the
left and huge gear on the right. Follow through the
doorway.
Lever on floor, gauge, 4 wheels. Wheels turn right on, left off.
4th wheel
won't turn.
Behind the wall where the lever is, valve wheel
that won't stay open.
Climb up ladder next to this wheel. Get more pages
for Saaderov's journal.
Click on the protruding sphere on the wall. It will
rotate to reveal a new
path. Go through and across a long, spine-like
walkway.
At the end is another sphere. Click to open the hatch. Walk
inside. 3 steps
forward there is a hatch in the floor. Click to open it.
Climb down.
Ahead is the door that you could not open from the other
side. Behind is a
cylindar with a red lever on the bottom right. Grab and
move this lever upwards
to move a gear on far back wall. This will clear the
lava from the room below
you.
Climb down the ladder and press the
button to open the door to the lava room.
Inside, move the lever down once,
then left, then down again. Go forward and
press the button. Go back to the
controls. Move the lever up, to the right,
then up again. Exit the room and
go back up the ladder. Move the lever down so
that the lava rises
again.
Head back up, across the spine-walkway, and down to the valve
wheels near the
airship.
Close all three valves here. Pull the lever
to your left forward. This will
raise you up one level. Close three of the
valves so the needle gets in the
red zone. Now pull the lever forward again,
taking you to the top level. close
one of the valves, then pull the lever
backward, taking you back to the second
level. Open one of the valves you
previously closed. Pull the lever backward to
take you to the first level.
Open the far left three valves (you cant turn the
right one, and don't need
to), which should bring the needle right onto the red
line. Go to where the
ladder on the left is, and turn the valve wheel there to
fill the
airship.
Now head back up the ladder and over to the elevator we ignored
the first time.
Head down and pull the lever and the end of the walkway. This
will open the
iris shutter and allow the airship through.
Hop inside
the airship, make sure your seat is in the upright and locked
position, your
food tray is secured, and pull the lever on the dashboard. Thank
you for
flying Atrus Airlines.
At the end of the line, get off to the left, pull
the lever at the end of the
path. Get back into the airship, pull the lever
on the dashboard again.
Get off to the right, open the vault door. Climb
down, turn the valve on the
floor. Receive the symbol of Voltaic. Open the
green shutters to reveal the
linking book for J'nanin. Head back and place
the symbol on the imager.
D. "Amateria"
_______________
Go
straight ahead from the start. You'll pass the J'nanin linking book on
the
right. Go all the way to the end, down a flight of stone steps. At
an
intersection, turn right and go up the red elevator. You'll find some
journal
pages behind you. Go back down, turn right and continue down the
path.
You'll come to a radiant green pool. Enter the hut on the other
side. Put 2
brown parts and 1 black part from the bench onto the sphere. Go
back out to the
set of controls. Pull the lever on the far left to raise
yourself up. Slide the
top lever so the gear on the hut moves to the far
left. Pull the lever on the
right. A ball will roll across the hut and
continue out of sight. The control
panel will close and you will see a vision
of the rails near the start of the
level. Note the pattern of hexagons on the
control panel lid.
Pull the lever on the left to lower yourself down and
head all the way back to
the start.
Continue past the start point,
through the giant crystals, until you come to
another house. Halfway around
the house, turn right into an opening between the
stone columns. Go through
the gate and grab the journal pages on the right.
Pull the left lever at
the controls to raise yourself up. On the left dial,
place a peg in the upper
hole and upper right hole. On the right dial, place a
peg in the upper left
hole. Press the lever below the dials.
After the control panel closes,
lower yourself back down and head back out to
the house.
Turn right
and continue around the house to a series of curving walkways with
shimmering
portals. Next to each portal on a post is a dial, which looks
something like
this:
B
A ^ C
|
|
D
E
Walk to the center hut,
then towards the house. Climb down to the right, walk
into a cave, past a
painting. Climb up the ladder to the left. Go to the
control panel, pick up
the journal pages on the ground to the right, pull the
lever on the left to
raise yourself up. This will give you a view of the
curving walkways and
shimmering portals, which are diagramed below.
3
2 4
1 0
5
0 is the junction where all the walkways intersect. Set each
portal dial as
follows:
1-B, 2-D, 3-A, 4-C, 5-E
Then back at
the control panel, raise yourself up and pull the other lever to
release a
ball.
Pull the left lever to lower yourself back down. Go back to the
ladder and
down, head back to the start of the age.
To get to the end
of this age, you need to input the hexagon patterns into the
panels at the
start of the age. They are as follows:
X = pressed
X O
X
O O O O O X X O O X X O
X X X X O O O X O
X O O X X O X X
X O O X
X X X
Open the hatch and enter the house. Go up the
stairs, click on the chair, have
a seat. Watch Saavedro rage on the imager.
Pull the ejection handle above your
head.
On this control panel,
numbering the circles as follows:
1 2 3
4 5 6
7 8
9
press these in this order: 2, 3, 5, 5, 7, 8, 9. Turn around, press the
blue
button on the ceiling. Be the ball. Nananananana!
You get the
symbol for Amateria, step down and use the J'nanin linking book.
Place the
symbol on the imager.
E. "Edanna"
_______________
Head down
the path into the tree. Walk up the spiraled stem. Walk towards the
opening
in the tree with the view of the ocean. A bird will come flying in and
land
in its nest. Continue down the path to its end.
Press the button next to
the palm fronds on the right. They will move to reveal
the J'nanin linking
book. This will also allow the sun to shine on the plant
behind you. Go to
this plant and aim it at the sphere to the right of the
spiraled stem. It
will explode and water the stem. Go back to the stem and walk
down
it.
Turn right and go down the angled path past the stingray creature.
Down
further, press the button on the plant to the right. This will suck
the
stingray down into the plant. Pick up some pages on the left and continue
down
the path.
At the bottom, turn right and cross the bridge. At the
end of the path, pull
the vine to make a bridge. Grab the blue vine on the
bridge. Turn around and
click to swing up onto the ledge with the white dome.
Crank the dome up in the
air, click the pink fruit bush to shake a piece
free. Click the fruit when it's
on the ground to roll it out from under the
dome's landing area. Walk past the
crank to slide back down. Go back to the
dome trap. Pull the handle on the side
of the ledge to drop the trap. It will
miss the creature, making it run off.
During its escape, its noises will
cause the spores in the first bridge to
explode and collapse it. Grab the
blue vine again and swing through the void
where bridge once
crossed.***************
Head down to the bottom of this path. You'll find
the bird trapped in a plant
on the left. Turn right and head outside. This
will curve around to the left,
back into the tree. Click the plant near the
painting on the wall to bring the
stingray down into it.
Follow path
to the right from the painting. Go to the lily flower at the very
end. Aim it
at the far left lily flower. Go to this other flower and aim it at
the leaf
bridge on the left to extend it. Go back to the painting and follow
the left
path down this time.
Find another plant on the right near the bottom.
Click it to bring the stingray
down to here. Continue around this plant and
across the leaf bridge. You'll
find a sunflower plant aimed at the plant with
the stingray. Go to the lily
flower above and aim it at the
sunflower.
Go all the way back to the first lily flower you aimed. Aim it
at the lily
flower just to the right of the currently targeted one. The plant
holding the
stingray will explode and free the bird. Re-target the far left
lily before
leaving here.
Head back up towards the sunflower (not
lily) that just destroyed the plant. 2
steps before reaching the ledge where
the sunflower is, turn left and head into
the darkness there. This was the
hardest path to find in this age.
At the bottom, look for your hand icon
to change to a vine icon when you pass
it over the open sky area to your
left. Click to drop down a level in the tree.
Go down this new path to a
large blue plant.
Follow this path to the end where a lily flower is. Aim
it at the top of the
blue plant. Go back down and turn right towards the
plant with flies buzzing
around it. Go to the right of this plant, click the
plant at the end of the
path to make it cover the sunshine. Go back around
the opposite side of the
plant all the way to its base. Click the pod on the
ground.
Enter the blue vine behind you. Pick up the journal pages and
continue to the
end. Inside the plant, turn around and touch the blue stem in
the middle. Take
flight to the nest.
Click on the open space where you
see the spiraled stem in the distance to
slide down and obtain the symbol for
this age. Go forward and return via the
J'nanin linking book. Place the
symbol on the imager.
F. "Narayan"
_______________
Welcome
to Saavedro's home world. Notice the symbols on the walls to
your
right.
Go forward and right up the stairs. Meet Saavedro face to
face. Flip the switch
on the right after he leaves to turn on the power. Go
back downstairs. Turn the
handle between the two spheres so its facing the
left one. Click on the left
sphere to open it.
You need to create
symbols by clicking on the individual lines in this puzzle.
Atrus' journal
has the following set of words in bold.
energy powers future motion
-- put in top set of circles
dynamic forces spur change -- put in bottom
right set
nature encourages mutual dependance -- put in bottom left
set
These need to be created according to the symbols that represent
each word on
the walls. Create them starting with the first word in the top
circle and
continue in a clockwise direction. When you complete a set of four
words
correctly, they will all change white.
When all 3 sets are
complete, go through the door where the forcefield
disappeared. Go down the
stairs and find the symbols for the following set
of
words.
balanced systems stimulate civilizations
Take
the Tomahna linking book on the left, but don't use it. Upstairs, turn
the
handle between the two spheres so its facing the right one. Create the
new set
of symbols. The outer forcefield disappears.
Saavedro will
come downstairs and ponder the current situation. He goes outside
and offers
you Releeshahn in exchange for turning the handle between the
spheres.
Instead, go upstairs and turn off the power. Back downstairs, talk
to
Saavedro through the gate and he will give you Releeshahn. Turn the
handle
between the spheres and restore the power upstairs. Saavedro rides off
into the
sunset. Now use the Tomahna linking book to return to Atrus and
Catherine. Game
Over.
Note: If you want to see some of the
alternate bad endings, just deviate from
the last outlined paragraph by like
using the Tomahna linking book early or
switching the forcefield handle
before getting Releeshahn.
==================== This document
Copyright 2001 Allia ====================
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