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Myst III: Exile
By Orb and Jen
After the opening cutscene, Catherine will talk to you and tell
you to wait in Atrus's study. Go through the door directly across
from where you're standing. You can examine the items on Atrus's
desk and the linking book behind his desk, but you can't interact
with anything there. On the other side of the room is a linking
book under glass. Examine it to trigger a cutscene wherein you
meet Atrus, he gives you a journal, Saavedro comes and steals
the linking book, and you are thrust into the age Saavedro came
from, J'nanin.
J'nanin
You catch a glimpse of Saavedro running off. Follow him until
you see him enter a tower building. Look in the window and see
him pass by. Try to enter the tower yourself, but you can't. While
you're still in the closeup, read the journal.
Go back down to where you landed, near the lamppost with the
red jewel. Cross the bridge to the right of the red-jeweled lamppost.
Take five steps forward and then one step slightly to the left,
until you are in front of a hole in the ground. Go down inside
the hole. If you turn around, you see a door, but it's blocked
by a giant metal barrel. Go back out. About 90 degrees to the
right of the hole, you can see a little piece of metal sticking
up from the edge of the cliff. Go toward it (two steps, then look
straight down); it turns out to be a ladder. Go down. Turn, and
you will be facing a platform with two levers. Pulling these will
move the path where the barrel is, causing it to roll one way
or the other. Pull the levers in the order left, right, right,
left, left, right, left, right, then the barrel will be out of
the way and the ladder from the hole will be upright. Return to
the hole and go to the door. Open it. You can take a step in;
you can look but you can't touch because now there's a gaping
hole in the floor. Maybe we can fill the hole with something?
Go back out and return to the barrel-moving levers. This time
pull the levers in the order right, left, right, left, right,
right, and the barrel will roll through the open door and the
ladder will be upright again. Now you can go back through that
door and stand on the barrel. If you look up, it looks like some
kind of pulley mechanism. At the base is what looks like a puzzle
with four balls that can be rotated, and there's a button in the
center. You can examine the puzzle with the four knobs, but we
haven't seen a clue for how to solve this yet.
The island is laid out in a roughly circular shape. There are
three giant tusk formations; the puzzle with the barrel/bridge
is at the base of one of them. The surrounding circle has seven
lampposts in approximately the order red, purple, yellow, red,
green, yellow, blue. You must get a light to pass through all
of the lamppost lenses and finally land on the door to one of
the tusks. To do this, first return to the lamppost with the red
jewel where you started this age, then take two steps past it,
toward Saavedro's tower, so that you're standing in the middle
of the bridge. Look down and to the left and you will see a ladder
leading down to the beach. Go that way. Turn to the right and
take four steps forward to the lamppost with the yellow jewel.
From there, turn almost all the way around toward the left, and
you will see a pedestal and some kind of apparatus on a pole.
Go to that. Turn the wheel on the pedestal until the thing in
the water shines a light, which will be transmitted to the apparatus
on the pole, which in turn will transmit the light to the yellow-jeweled
lamppost. Return to the yellow-jeweled lamppost. Click near the
bottom of to turn it so that the light shines toward the lamppost
off in the distance, the green-jeweled one. If you stand so that
you're facing the yellow-jeweled lamppost and the light source
is directly behind you, you can look in the lens, and you should
be able to see the green-jeweled lamppost through the telescope.
Make your way around the island until you arrive at the green-jeweled
lamppost and turn it so that the light is shining on the red-jeweled
lamppost that is just across the way from where you are standing.
Then go to the red-jeweled lamppost and cause the light to shine
on the other yellow-jeweled lamppost, which is distant this time.
Continue around to the yellow-jeweled lamppost and cause the light
to shine on the purple-jeweled lamppost, then cause the light
from the purple-jeweled lamppost to shine on the red-jeweled lamppost
at the beginning of the circle. Point the red-jeweled lamppost
at the distant tower door, then make your way to that tower. A
spectrum will now be shining on a circle of buttons on the door.
Push the buttons in the order that the light passes through the
lamppost lenses: yellow, blue, green, red, yellow, purple, red.
The door will open. Go in. There's another one of those puzzles
with four knobs and a button in the middle. We still don't know
how to solve these.
To open the third tusk formation, head downward from the second
tower, until you come to the pretty little jewel-like building
in the water. Go in. Pull the lever that's in front of you to
open the grate. You don't have to do anything else here yet; cross
to the left of the lever and go out the door on the other side.
Cross the bridge, and then turn almost all the way back around
so that you're facing the right side of the building. Go to the
little cone-shaped hut on the rocks (three steps). Turn around
and touch the yellow flower bud that's growing out of the water.
Then turn back to the cone, and a squee will come out and cross
the now-flattened flower. Watch the squee and note how its noise
causes the round red growths to puff up.
Return and head up the ladder to the third tower. Take one step
up the ladder, then turn and take a step toward the yellow flower.
Turn around and click on the back of the yellow flower; it's a
sound amplifier. Direct it toward the creature so that its sound
is amplified, and the red growths above you will puff up. Go the
rest of the way up the ladder, and now you can cross the red growths
to get into the third tower. Inside is another one of those same
kinds of puzzles that are in the other two towers.
Return to the jewel-like building at the base of the third tower.
In between the two entrance/exit doors is an arch in the grate;
through this arch is a button. Push it, and you can now access
the room that's opposite the button. Go in. Go toward the right
and look at the book on the hammock. It's Saavedro's journal.
Pay particular attention to the seventh and eighth pages, one
diagraming some counterweights and gears and the next diagraming
some sort of three-pronged apparatus. You get to keep the journal,
so you can refer to it again if need be.
Go around the other way, up to the platform. There is a desk
on one side; you can fiddle with lots of swell stuff here but
not much happens. Across the aisle from the desk is an elevator;
go behind it and turn around. Touch the door to open it and go
in. Pull the lever to the right and the elevator will look out
on Saavedro's cell. Watch the cutscene (you might have to click
on the porthole to trigger this). Turn all the way around and
open the elevator door; it opens onto another door that won't
open yet. Push the green button to go back down, then open the
door and step out of the elevator. Turn around and look at the
levers to the right of the elevator. Pull it to send the elevator
back up without you. Now step into the hole where the elevator
was (and hope not to get squashed). There are four mechanisms
here; make each correspond with the diagrams in Saavedro's journal.
Make sure when you do section with three weights that the two
to the left are one notch down, and the left one is two notches
down. Then go back up and bring the elevator back down by using
the lever again. Go back in the elevator and back up; this time
the elevator will turn around 180 degrees. Open the door, then
look through the hole to see Saavedro link on out of there. Open
the door and enter his hideout.
Take two steps around the left, toward the platform. Then turn
around and push the blue button. A cutscene ensues in which we
find out what the towers are for. There are some journal pages
on the floor of this room; find them and pick them up. Now examine
each of the three lenses that shot that projection onto the ceiling.
As you look out, move the lens so that the picture on the lens
lines up with the openings above the doors to each tower. The
left lever moves the lens closer and farther away, and the right
lever adjusts the focus. The idea is to make the picture on the
lens line up as closely as possible and as clearly as possible
with the picture above the tower door. After you have done this,
take note of the positions of the four beads around the lens.
Do this for each of the three lenses/pictures.



Go back to the elevator, pull the lever to the right of the door
to send the elevator down without you, then open the door and
enter the shaft. There is a lever to the left of the door on the
other side of the shaft; flip it to unlock the door. If you go
out this way, you'll find yourself on the plateau where Saavedro
entered the tower at the beginning of the game.
To
Edanna
To
Voltaic
To
Amateria
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