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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.

Click to enlarge

Click to enlarge

Click to enlarge

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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