Myst III: EXILE The perfect place to plan revenge Walkthrough written by: Linda Shaw, and Norma Kuderna May 15, 2001 Windows System Requirements: Macintosh System Requirements: * 233 MHz Pentium II or faster * 233 MHz G3 Processor or faster * Windows 95/98/ME * MacOS 8.1 or higher * 64 MB RAM * 64 MB RAM * 200 MB Available Hard Disk Space * 200 MB Available Hard Disk Space * 4x CD-ROM drive or faster * 4x CD-ROM drive or faster * 640x480 Display, High Color (16 bit) * 640x480 Display, thousands of colors * Supports Optional 3D Hardware Acceleration * Supports Optional 3D Hardware Acceleration * Recommended 8MB Video card * Recommended 6MB Video Card Known Problems With Installation: There are two basic installation problems that may or may not occur. Most likely the gamer will experience 1 of these errors, and most likely not both! Error # 1: Whether you choose to use the Typical Installation or the Full Installation is entirely up to you. If the error occurs, it will occur once the game has installed and you are ready to play. The Main game screen will appear (in this particular error) and when you choose NEW GAME, you will be confronted with a message telling you to insert Disk 2 (Typical Installation) or Disk 1 (Full Installation), and the CD ROM disk will already be in the drive. This error message appears because the copyright protection software that was used in creating Myst III: Exile, prevents the disk from reading any drive letter higher than the letter D. If you have one or two disk drives, and both have been assigned letters higher than drive D, then you have an option to correct this problem and move on to playing the game (your only reason for buying the game in the first place). You can follow the directions below to reassign your drive letter(s) simply and easily OR you can visit the website listed below and wait for Ubisoft to send you a replacement disk for Disk 1. Error # 2: When you have installed the game and are ready to play, you will see a screen stating that the MP3 has performed an illegal operation and will close the program. This error appears because when the original game was produced, they makers failed to include the new Chipset of 810 - 815 for rendering graphics. Therefore you will need to contact Ubisoft (link provided below) and wait for the replacement CD to arrive. Solutions: Solution to Error # 1: To correct this problem by reassigning your drive letter(s), simply follow the instructions, OR just download the patch that is now available at: MYST III PATCH To change your drive letter assignment: 1. Right-click on your My Computer icon and choose Properties. 2. Click on the Device Manager Tab and Double Click on CDROM. 3. Double-click on your CDROM drive and click on the settings Tab. 4. Make a note of your current drive letter assignment. Using the Start and End Drive Letter drop down boxes, select the lowest available drive letter for both. 5. Click OK and restart your computer. 6. Once your computer comes back up, Myst III should run without problems. * NOTE * Changing your CDROM drive letter may prevent other installed programs from working properly. The Myst development team is aware of this problem and is working on a better fix for this issue. Requesting the REPLACEMENT CD LINK: Visit: MYST III: SUPPORT REPLACEMENT CD Solution to Error # 2: To correct this problem simply follow the link here: /MYST III Replacement CD and request a replacement CD. Reinstall the game and you should have no further problems. Solution to Errors # 1 AND # 2: You can get the PATCH and download it directly from the Ubisoft Website here: GAME WALKTHROUGH It should be noted that the game player may travel to Edanna, Amateria, or Voltaic in any order you wish. ~ TOMAHNA: ~ You begin your explorations and challenges in Tomahna. Begin the game by turning around and meeting Catherine once again. She'll talk to you for a few minutes, and then tells you to wait for Atrius in his library. Use the door straight ahead, and not the one on the right. Enter the Library and walk around. Notice the books laying on the chairs and tables. Investigate for a few minutes, using the close-up figure (the "+" to zoom in or the "-" to zoom back out again). When you're ready for Atrius to enter, just walk over to the round table and click on the book of Raleeshahn. Atrius will enter the room and talk to you. ~ J'NANIN: Age of Learning ~ Upon your arrival in J'Nanin, you'll notice Saavedro immediately turning around to see you there, and then hastily make his retreat up a ladder and disappear over the top. Not to worry! Follow him if you wish. If you do follow him, you'll reach a large cylinder shaped building with a door that you cannot open yet. Exit this area via the ladder you used. WHEEL & REFLECTOR PUZZLE: Walk around J'Nanin and move towards the reflector telescope looking object with the YELLOW bulb on top of it. Off to the right you'll see yet another foreign object that resembles an antique radar. Look to the right and notice the bulb-like item in the water. Look DOWN and turn the wheel crank 4 times. Turning the wheel rotates the dome-like object in the water and out of your reach. When you've turned the wheel 4 times, one of the dome tiles will have opened and a reflection will shine off the reflector cone and stop at the Yellow Reflector. Move to the Yellow Reflector, and make sure that your back is facing the Reflector cone. Zoom in on the viewer and see what the reflection is aimed at. If it isn't pointing to the Blue Reflector, zoom out and then click on the round handle at the bottom of the Reflector. It will turn one time. Zoom in again and make certain that it is pointed at the Blue Reflector. Once set, move towards the Blue Reflector. Always remember that your back needs to be facing the direction the reflection is coming from. Zoom in, see where the reflection is going. If it isn't pointed or directed towards the Green Reflector, then zoom out, rotate the reflector, zoom in and look again. Sometimes you have to turn the reflector 2 times before you can see that it is properly aimed. Once the Blue Reflector points to and sunlight directs towards the Green Reflector, move to the Green one. Now put your back to the Blue Reflector and look through the Green one. Adjust the Green Reflector so that the sunlight reflection beams to the Red Reflector. Again, double-check to make sure. Move to the Red Reflector, down by the sea and reflect the light from the Red one to another Yellow Reflector (this is NOT the same yellow reflector you started out with). Double-check. Walk until you reach the Yellow Reflector that shines the reflection from the Red one. With your back to the Red one, zoom in and look through. The Yellow Reflector needs to direct the sunlight to a Purple Reflector. Once you've got that one set, move the Purple one. Looking through the Purple Reflector, making sure your BACK is facing the sunlight, adjust the Purple Reflector so that sunlight beams on a Red Reflector. Look through the Red reflector (adjust it if you need to) and notice that the beam of light bounces to another reflection cone and projects a PRISM onto the Horn Door. This Prism door will lead to the Voltaic age. You must remember the ORDER in which you reflected the sunlight in order to enter this room. The order was Yellow, Blue, Green, Red, Yellow, Purple and Red. Remember that. While you were walking from Reflector to Reflector, no doubt you saw a beautifully colored round Gazebo-like building down below a ladder and some stairs and walkway. Find that Gazebo again! Make your way down to the Gazebo door, and enter. SQUEE/SPORE BRIDGE PUZZLE: Once you step inside the Gazebo, step down one or two steps and then click on the lever in the middle of the round stand. Turn and enter the next area. Go up the steps and exit through the other door. Walk out along the walkway to the end. Turn to the left and walk over the flat rocks to the dome-shaped plant at the end. Click on the center of the dome peak and watch the squee critter exit through the hole at the bottom and munch on the spore plants to the right. Hmmmm? There must be something we can do here..... Cross the gap back to the end of the walkway leading to the Gazebo, but instead of entering the Gazebo, go up the ladder. Stop at the top and look to your left. You'll see a huge "swan-like" plant and some spore plants behind that. Walk behind the Swanlike plant. Zoom in on the plant and line up the neck of the swanlike plant so that it is aimed at the two "/\" shaped rocks. Aim just above the middle of the two /\ shaped rocks and then click. If you've aimed the plant correctly, you'll hear the squee animal making all sorts of noises as it runs off. The spores behind you will begin to grow and sprout creating a walkway for you to gain access to the Horn Door above you. Exit from behind the plant and make your way back down to the Gazebo. Enter the door, turn right and then click on the small pop-up trashcan looking thing. Turn around and walk through the new entryway. You'll be walking into the center of the Gazebo. ELEVATOR PUZZLE: As you enter the room, take note of all the ice balls and rocks laying around. Walk over to the hammock and pick up the book of Saavedros'. Now walk over to the odd looking elevator in the corner. Walk around the right side of the Elevator several times until you see two levers. Click on the levers and watch the Elevator go up. Instead of clicking on the levers again and watching the Elevator come back down, and since you've surely figured out by now that there would be yet another trip/puzzle here, look DOWN inside the base of the Elevator shaft. Click forward so that you're standing beneath the Elevator. You'll be faced with 4 different puzzles here. Hopefully, by now you've looked and read Saavedro's book and notes. You'll find all the answers to the 4 puzzles in the book, if you know where to look and what to read. You must solve all 4 puzzles before you will be able to exit the Elevator at the top. To solve those puzzles, see the graphics below. 1) WEIGHTS: Set the weights according to the graphic below. The first weight on the left should be all the way down. The second and third weights should be exactly in the middle. 2) GEAR CRANK: The gear lever should be engaged. In other words, click on the lever and make sure that it "clicks" in place. 3) GEAR WHEEL: Turn again in the base of the elevator and align the gears so that the "missing" gear links up to and touches the bottom gear wheel. 4) 3-PRONGED WHEEL: All you need to do for this puzzle is to make sure that two of the three prongs in a row (as you rotate the wheel) have the screw-like grooves on the OUTSIDE. The 3rd prong should have the screw-like grooves in the middle, between the two pieces. Now exit back up to the floor, pull the 2 levers outside the Elevator and watch the Elevator return to you. Open the door, enter the Elevator, close the door and pull the 2 levers from inside the Elevator. You're on your way UP and out of the Elevator. When you arrive at the top, turn around, open the door and exit. Watch Saavedro. Walk out of the Elevator, and around to the big blue-ish bowl looking thing. Push the big blue button on the right. Listen to Saavedro. 3 CAMERA PUZZLES: Walk to the left and around to the first camera. Zoom in on the camera and notice the symbol/figure you see. Basically, there are 3 camera puzzles in this room, each containing a different symbol. The object of each of these puzzles is to use the two controls on the left and the right to manipulate the symbol into it's proper "spot" on each of the 3 Horn Windows. Use the LEFT lever to control the ZOOM power. It will zoom IN or OUT on the symbol you're looking at. Use the RIGHT lever to control the FOCUS of the symbol in relation to the location where it should go. The first thing you should do is to click on the center of the symbol. Hold DOWN the mouse button and drag the item around in the viewer until you are relatively close to the Horn Window location where the symbol will be put. Now slowly use the left and right controls to focus in and acquire just the perfect spot for each symbol. Don't expect to hear any great sounds or see a Linking Book appear in the big round window beneath the viewer as in the original Myst game when you correctly solved a puzzle. That doesn't happen. Pay very close attention to the 4 Metal Balls that rotate around the outside of the symbol viewer window. As you manipulate the symbol with your hand (mouse button is held down), or by using the Left or Right levers, the Metal Balls will rotate around the viewer. There are 4 of them. The number 1 Metal Ball is the innermost ball, while the number 4 Metal Ball is the outermost ball. When you have properly aligned and focused each symbol, they should look like the graphics below. Make a NOTE of the location of each of the 4 Metal Balls and their location for each of the Cameras. This is very important in order to gain access to the different Worlds! The EDANNA or Dove-like Symbol (White Dove - Horn Door you gained access to by growing the Spore-Bridge): The positions for the Metal Balls should be roughly as follows: The Innermost Metal Ball, or ball number 1 should be halfway between the LEFT and the BOTTOM LEFT MARK. Ball number 2 should be a little to the RIGHT of halfway between the BOTTOM LEFT and BOTTOM MARK. Ball number 3 should be halfway between the LEFT and the BOTTOM LEFT MARK. Finally, ball number 4 (outermost ball) should be halfway between the UPPER LEFT and Vertical Mark. The CIRCLE Symbol or AMATERIA (Horn Door by the sea, close to the Red Reflector): Metal Ball number 1 should be slightly below the LEFT HORIZONTAL MARK. Ball number 2 should be slightly LEFT of the BOTTOM MARK. Ball number 3 should be halfway between the BOTTOM RIGHT and RIGHT MARKS, while ball number 4 should be halfway between the UPPER LEFT and UPPER MARKS. The WHALE SYMBOL, or VOLTAIC Horn Door (Prism Door) should be aligned as follows: Metal Ball number 1 should be slightly above the RIGHT HORIZONTAL MARK. Ball number 2 should be slightly right of halfway between the BOTTOM LEFT and BOTTOM MARKS. Number 3 should end up directly on the LEFT HORIZONTAL MARK. Finally, Metal Ball number 4 should be halfway between the BOTTOM LEFT and BOTTOM MARKS. Again, no bells or sounds will be heard when you've aligned all the symbols correctly. Just be sure that you make a note of each Metal Ball location for EACH of the 3 Horned Doors. Now you're ready to do a little more work before taking off to another World, and new adventures. Exit the Observatory via the elevator and lower yourself back down to the main floor of the Gazebo. Exit through the front door (not the door by the rabbit critter and the spores). Go all the way up the extended walkway and ladder and head towards the Red Reflector and the Horn by the Sea. Walk past the Red Reflector and make your way out to the HOLE at the end of the cliff overlooking the water. Go DOWN the hole and walk forward. You cannot enter this Horned Door because there seems to be a ball of some kind blocking your passage inside. Go back up and exit the Hole. Move a few steps backwards to the side of the rock cliff (behind the Big Horn), and you should see a ladder on the side. Go down the ladder and face the 2 levers. These two levers control the walkway where the ball rests in your way. Manipulate the 2 levers as follows: Click on the LEFT lever 2 times, then click on the RIGHT lever once. The ball will roll into that hole. Move the right lever once more to make the ladder vertical so you can go down. Climb back up the ladder and now you can head off to the Horn Door you created by activating the rabbit puzzle and the spores. We'll save this World for a little later! EDANNA LINKING BOOK ~ METAL BALL POSITIONS Metal Ball # 1: Move this ball counter-clockwise halfway between the LEFT and BOTTOM LEFT MARKS. Metal Ball # 2: Move this ball counter-clockwise a little RIGHT of halfway between the BOTTOM LEFT and BOTTOM MARKS. Metal Ball # 3: Move this one halfway between the LEFT and BOTTOM LEFT MARKS. Metal Ball # 4: Move the final ball counter-clockwise halfway between the upper left and Vertical marks. Click on the Linking book and head off to Edanna. ~ EDANNA: Nature Age ~ Upon your arrival in Edanna, you'll notice that the entire island is basically a huge plant, intertwined and mangled in all different twisted directions, surrounded by nothing but the ocean. Beautiful water, huh? Follow the path or tree trunk to the end where you'll see a plant in the shape of a spiral staircase. You need to click on this make-shift spiral elevator so you can go up higher in the tree. At the top, walk around and you'll notice yet another spiral elevator plant. This plant, however, doesn't appear to be working. Follow the path you're now on all the way to the top. You'll see what appears to be a huge Sunflower and a vine-like plant. Click on the center of the vine-like plant. It will move it's branches of leafs and allow the sunlight to shine through. Now make your way to the Sunflower. Click on the "+" sign and you'll be able to see through the Sunflower. The Sunflower magnifies the sun's rays. Move the Sunflower's rays so that they shine on the big bulb vine at the bottom of the basin with leafs. Leave the rays shining on the bulb in the basin for a few seconds and it will explode and fill the basin with water, causing the lifeless make-shift spiral elevator tree to grow and be functional. Use the newly revived spiral tree and make your way down inside the main plant island. You'll notice along the way, several large pinkish plant bulbs with "claws" on them as you descend. Click on the center of the "claws" and the Manta Ray you saw earlier will be sucked into the plant. As you continue to descend, you'll notice other large bulb plants with "claws." Each time you see one, click on the center of the "claws" and the Manta Ray will be sucked lower and lower into the island tree. You should also find more of Saavedro's notes right before you reach a bridge. Cross over the bridge and pull at the bottom of the hanging plant (it works just like a light bulb). This light causes the tongue-like leaf to unravel and extend as a bridge. Walk down the bridge you just created by turning on the light bulb, and look UP. You'll see an upside down shaped "V" vine. Use the vine swing to make your way over a little closer to the dome-shaped item in the open area. ANIMAL/SQUEE TRAP PUZZLE: Click on the gear handle to raise the cage (dome-shaped hollow plant). This causes the cage to rise. Move closer to the cage and shake the fruit bearing plant on the right. A huge red apple-looking fruit will fall into a small "groove" on the branch you're standing on. Click on the apple so that it rolls out of the groove. Go towards the lever on the right side of it, and slide down the path. Retrace your steps so that you are back at the end of the extended tongue-like leaf-bridge. Look to your right. The cute little squee critter will be eating the fruit. Pull the handle (lower right of your screen) and the cage will drop, missing the squee creature. The squee will run off (and you'll follow it's path with your screen), and the seeds from the fruit will cause the spore-like plants to grow and the bridge will drop. Retrace your steps back to the vine you used earlier and swing over beyond where the bridge use to be. Along your way down the island tree, you'll hear, notice and see the "Mama" bird trapped inside a plant that resembles a Venus Fly Trap. You will rescue this bird (don't waste time or energy at the moment) later on. When you have swung on the vine, go further down into the island tree. You'll see yet another one of those bulb-like plants with "claws." This bulb plant is close to the paintings on the right side of the wall. Click on the center of this huge bulb plant and watch as the Manta Ray is sucked into this plant. Go further down into the inside of the island tree and you'll notice a dense forest green area with another bulb-Manta Ray holder. Activate this one, as well. This is the final stop for the Manta Ray! Along your journey downwards into the tree island, you'll notice some white orchid-like flowers. There are at least 4 of these white orchid-looking flowers. One of these you cannot touch. Go back to the paintings on the wall, and go past the orchid you can touch. Go up and zoom in on this SunFlower, aiming the sunlight at the other flowers. Farther down into the tree island, and off to the right of where the densely green area is located, you'll see another of the tongue-bridge leafs. This one isn't working (yet). Climb up to the sunlight flower at the top and zoom in. Aim the sunlight at the orchid flower to the left. Climb back down to that white orchid and zoom in on that one. Aim the sunlight from this orchid at the tongue-leaf. It will extend, allowing you passage beyond! MANTA RAY & VENUS FLY TRAP (BIRD) Puzzle: To rescue the Manta Ray from inside the lowest large bulb plant with "claws", and to free the Mama bird, make your way across the bottom-most tongue-leaf bridge and up to the right. You'll see another Sunflower and a white orchid reflector flower above that. Go to the Orchid and zoom in. Angle and aim the orchid at the SunFlower. Now make your way all the way back up to the first orchid that is reflecting light. Be sure that you don't miss some more of Saavedro's notes on the way back up! Zoom in on this orchid and pull UP and to the RIGHT from the plant it is currently aimed at. Aim it at the one that is up and to the right of where it was originally aimed. This is the orchid flower that you cannot touch. If all the reflections and sunlight are aimed properly, the bottom large bulb-like plant containing the Manta Ray will explode. The Manta Ray will be released into the small pond below. The Manta Ray will electrically charge the water in the pond, which will cause the Venus Fly Trap to be shocked, opening it's "trap" and releasing the Mama Bird. Before you rejoice too much......be certain that you "re-zoom" in on the Orchid flower you're standing at and redirect the sunlight reflection to the tongue-like leaf bridge at the bottom. You need to make your way back down there! Once you've crossed over the bottom tongue-like leaf, turn right and follow the path up the hollow log. (Alternate route to the swinging vine - When you're almost at the top of the hollow tree, turn 180 degrees and at the sky view. Click just underneath the log and you'll find an alternate path to the swinging vine) to yet another swinging vine (look up). Swing down the vine, turn left and follow the path to the left of the "stairs" to what I like to call: The Blooming Onion (like the Blooming Onion made so popular at Outback restaurants!). Go past the Blooming Onion (it'll be on your right) and look down. You should see some small white mushrooms. Go through there. Follow the path up and look to your left. You'll see another "Blooming Onion" plant, but this one has flies and gnats flying all over the top of it. Continue up the path (Onion will be on your left), past some ivy vines with white flowers. Go all the way up to the end of that path. You'll see another one of those plants that lets the light come in. Click on the center of it so that the leafs retract and sunlight disappears. Now go back down and all the way around the Blooming Onion with the flies. Go around to the other side. Walk up the Blooming Onion plant and look down. You'll notice some huge "spore-like" plants. Click on one of them and it will explode, sending tons and tons of seeds and pollen into the air. The flies will leave having been repelled by the pollen. Retrace your steps and paths back to the first "Blooming Onion." It now has all the flies around it. Don't go back to where the swinging vine dropped you off, but instead, go the opposite direction. Follow the path up until you come to an Orchid flower that reflects sunlight. Zoom in on the flower and aim the flower at the Blooming Onion plant. This causes it to open. Return to the second Blooming Onion plant, and make your way down in the direction where you found the spore-like plants that released the pollen and seeds. Turn left and you'll see a huge blue stamen or hollow vine. Click on the center of the hole and climb up inside the vine. Be sure to pick up more of Saavedro's notes along your journey UP the stamen. When you can't climb any higher, twist around and click on the polyp. This will return you to the top of the tree island, near the Mama Bird. ENDING THE LEVEL: Can't get out of the plant? Just turn around and click on the outside of the plant (between two of the vines that hold you captive). When you're finished with your slide-ride, turn left and pick up the page. lick on the Book of J'Nanin to return. ~ J'NANIN (Return Trip 1): ~ Upon your arrival back to J'Nanin, you will be in the room with the 3 cameras. Place the page from Edanna in the large blue bowl and watch and listen to Saavedro. RIGHT-CLICK on the page and DRAG it to the Blue Scanner. It will go into the SCANNER if you RIGHT-CLICK on it and DRAG & DROP it into the blue bowl. Afterwards, turn and walk to the elevator. Push the button on the right and then enter the elevator. Close the door, and push the button to return to the bottom of the building. Exit the building into more familiar territory and make your way to the ocean.....close to the Red Reflector. Move to the big horn and the hole down by the water. Enter the hole, and move towards the cavern. Enter there and move towards the Metal Ball puzzle. Remembering the positions for Amateria and the Circle figure in the camera, move the metal balls to the following positions: AMATERIA LINKING BOOK ~ METAL BALL POSITIONS Metal Ball # 1: Move this ball counter-clockwise slightly below the left horizontal mark. Metal Ball # 2: Move this ball counter-clockwise slightly to the left of the bottom mark. Metal Ball # 3: Move this one halfway between the bottom right and right marks. Metal Ball # 4: Move the final ball counter-clockwise halfway between the upper left and Vertical marks. Click on the Linking book and head off to Amateria. ~ AMATERIA: Dynamic Forces ~ When you "land" in Amateria, and from your starting position, turn RIGHT and follow the path. Stop at the "landing" and turn right. You'll see the J'Nanin linking book so you may return later, or whenever you'd like. Continue forward all the way through the passage, down some narrow spiral stepping stones, and through a dark tunnel, until you reach a platform in front of you that looks over a group of small green pools of liquid. WEIGHTS & BALANCES Puzzle: Continue past the wooden panel, onto a stone path. This leads around to a door where you'll find an incomplete orb inside. Exit the room for now (you'll be right back!). Exit the room, and continue along the path (do not return to the wooden platform yet. Instead, off to the side you'll see a round elevator. Enter the elevator, go up and zoom in on the orange colored ball off to the left. Notice the colors and materials that make up the ball. Now return to the room with the incomplete orb. Looking around the room, you'll notice pieces of the orb, but in different materials. Some are made of Wood (they have the age rings around them), while you'll see another one or two made of metal (dark, almost black in color). Click and drag 2 pieces of the Wood material onto the top of the incomplete orb in the middle. You can only click and place one at a time. Afterwards, pick up, drag and drop one Metal piece. The orb will NOT be completely "filled in", but that's alright. You now have the right weight you need to balance the ice ball. Return to the wooden platform and pull the lever on the lower left side. The platform will rise, giving you a "Birdseye view" of the contraption. Pull the TOP lever (a column with 3 levers), and then pull the lever on the right side. Watch the ball being lifted and placed on the rails. Upon completion of this puzzle, you'll notice that a piece of the broken bridge rises and then the cover to this puzzle closes. Make sure you write down the hexagon shapes and positioning of those shapes as displayed on the cover. [See Diagram below] X X X X X X X Puzzle solved! Exit this area and return to the main gazebo area where you started this level. On your way back to this position, look off to the left just has you enter one small gazebo and you'll see the Linking book back to J'Nanin. At the starting point, and facing the incomplete rails that lead to the Central Tower Building, turn right and look down. Go down the rope ladder and follow the bridge and stepping stone pathway until you see a few stepping stones leading off to the right. Turn right, enter the gate (click on it), and then turn to the right. Pick up a few more of Saavedro's pages, then step on the wooden platform. Pull the lever off to the lower left and watch the platform rise. 2x ROTATING HEXAGON Puzzle: Taking notice of the 2 Hexagon wheels with holes for an ice ball, look DOWN on the control panel. Below the hexagon puzzles, you'll see 3 Red Pegs in the holder. Click on ONE at a time and drag it to the following positions: Pull the lever and watch as another ice ball lifts up and drops onto the Rotating Hexagon puzzle. When the puzzle has been solved correctly, the control panel cover will close. Be sure that you've copied the positioning of the "x's" on the cover panel. [See Diagram below] X XX X X X X Puzzle solved! Pull the lever and the lower left side to lower yourself back down to ground level. Turn around, and exit through the gate. Turn right and continue following the stepping stones until you reach a pool-like area with white hexagons all over the ground, and water. Turn slightly left and climb up on the railway. SONIC "O" RINGS Puzzle: Follow the railway into the CENTER gazebo area. Stop there. Turn LEFT and walk to the end of the rail (you can't go all the way, so just stop when you can go no further). Turn RIGHT and look DOWN. Click forward and go down below the rails. Follow the purple-ish wooden walkway beneath what appears to be the ribs of some huge, huge animal remains. Continue along the short bridges and around some stones leading to a room with a painting on the wall. Stop there, turn left and click forward once. Stop and turn to the left. Climb the stone ladder up to the top. Walk out onto the rails and turn left again. You should be on top of the control panel platform. Look down and to the left, pull the lever so the tower rises. Now you have a "Birdseye" view of all 5 Sonic "O" Rings. You should see the rings and number them as you see below: 3 2 4 1 5 Platform Get your bearings down so you know which "O" ring is which. Lower yourself back down and then make your way back to the CENTER of the "O" rings. It looks like a huge Gazebo with round holes for passages. Once there, turn all the way to the LEFT ("O" ring number 1) and walk out to the ring. Don't enter the ring, but instead, walk on the wooden platform straight ahead. Turn right and zoom in on the control panel for this "O" ring. Click on the 12:00 button and watch the dial move to that position. Listen and you will hear that this "O" ring now makes a different sound. Turn and walk BACK to the center of the Gazebo. Turn left again and walk out to the 2nd "O" ring. Again, don't walk through the ring, but instead walk to the wooden plank, turn right and zoom in on the control panel for "O" ring number 2. Click on the 4:00 button and watch the dial move. Once again, you'll notice that the sound of the Sonic "O" ring has changed. As you did the first time, turn and walk back to the Center of the Gazebo. Again, turn left, walk out to the 3rd "O" ring and to the platform. Zoom in on the dial panel and change the positioning of the dial so that it is resting on the 11:00 position. Follow the same method for reaching the 4th "O" and the 5th "O" rings. Set the panel on the 4th "O" ring to the 2:00 position, and the 6:00 position for the 5th "O" ring. Note how quiet it is now! Return to the Platform Control Tower for the Sonic "O" Ring puzzle, raise the platform again. Pull the lever and watch the cut scene. The Ice ball will travel from "O" ring to "O" ring without being crushed by the Sonic energy. When the puzzle is complete, make a note of the positions of the hexagon figures revealed by the closing of the panel cover. [See diagram below] XX X X XX X Now that you've completed the 3 puzzles on this level that are required in order to enter the Central Round Tower Building, make your way back to your level starting point. Turn and face the building in front of you. You cannot move forward into the Tower until you have entered the hexagon codes for each of the three puzzles you've solved. 'Hope you've saved or drawn out your hexagon shapes for each puzzle! CENTRAL TOWER BUILDING HEXAGON Puzzles: Zoom in on the 1st Hexagon puzzle. The tiles you need to push down on this puzzle come from the first puzzle you solved at the Weights & Balance Puzzle. Remember the hexagons that appeared on top of Control Panel door after you solved that puzzle? If you didn't write those down, then you can find the answer by looking at the graphic below. Zoom out and watch the missing rail appear. Move to the 2nd Hexagon puzzle. Zoom in on the 2nd hexagon and make sure that you enter the tiles you saw after completing the 2 Rotating Hexagon Puzzle. Remember? You saw these: Zoom out and watch the 2nd missing rail appear for you. Walk over and zoom in on the 3rd and final Hexagon puzzle. The correct tiles to push down for this puzzle were revealed to you after solving the Sonic "O" Ring Puzzle. See the graphic below if you didn't take notes! Now move forward into the Central Tower Building. As you enter the building, a walkway will appear in front of you. (personally speaking, I just LOVED the graphics here. 'Wish I knew how they did that!). Walk up the walkway and into the center of the top of the building. Click on the purple colored chair (the back of the chair is facing you). Sit down in the chair, push the button in the middle of the handlebars. Listen to a long monologue from Saavedro as he whimpers and whines, then look UP and pull the handle way at the top. Now turn and look UP again. You'll see 4 colored bulbs (Yellow, Blue, Geen and Red). These are colored indicators for 3 of the 4 puzzles you have solved already. The Yellow = The Weights & Balance Puzzle The Green = The 2x Hexagon Puzzle The Blue = The Sonic "O" Ring Puzzle The Red = the Structure Offshore that you have yet to solve. Zoom in on the puzzle that appears before you. You'll notice the COLORS on the sides of the overall puzzle. These colors indicate the route the Ice ball must make in order to complete it's journey and allow you access to the final puzzle, The Structure Offshore. The object of this final puzzle is to rotate the pieces of the square so that the ice ball will travel starting from position # 2, and travel from BLUE to YELLOW, to GREEN and finally to RED. CENTRAL TOWER PUZZLE: Number the 9 positions on the puzzle as follows: 1 2 3 4 5 6 7 8 9 Now start with position number 2. Rotate the space 1x. Rotate number 9 once. Rotate number 7 1x, and position number 5 2x's. Rotate number 3 one time, and finally rotate number 8 once. Look at the diagram below. It should look like this before you push the blue button on the top. As soon as you push the blue button, you'll be off on the ride of your life! Enjoy it! lol At the end of the ride, you'll be standing on the Offshore Platform. Turn and take the Dynamic Force page. Walk down to the J'Nanin Linking book and click on it. ~ J'NANIN (Return Trip #2): ~ You'll return to J'Nanin and be in the 3-Cameras' room. Place the page from Amateria in the blue viewer bowl and press the blue button. After you've listened to Saavedro, you'll realize that a small walkway=bridge has extended out to the oval shape suspended in the center of the Observatory. It's time to leave the Observatory and head for the Voltaic Age. Click on the lever for the Elevator, open the door, enter and close the door behind you. Push the green button to lower yourself back down to the main room. Exit the Gazebo through the main door and make your way all the way up extended walkway and to the Voltaic Door, created by the PRISM and the Reflector lights. Enter the room, and zoom in on the Metal Balls Puzzle. Pull out your old notes you made earlier on the location of the 4 Metal Balls and rotate the balls, placing them in the following positions: VOLTAIC AGE LINKING BOOK & METAL BALL POSITIONS: Metal Ball #1: Rotate this ball so that it is slightly BELOW the LEFT Horizontal mark Metal Ball # 2: Move this ball so that it is slightly LEFT of the BOTTOM MARK. Metal Ball # 3: Rotate the 3rd ball so that it is halfway between the BOTTOM RIGHT and RIGHT MARKS. Metal Ball # 4: Rotate the final ball so that it is halfway between the Upper Left and UPPER MARKS. Click on the VOLTAIC Linking book and you're off to yet another gorgeous World. ~ VOLTAIC AGE: ~ When you enter the Voltaic Age you come to a huge round door that wont open because it doesnt have power. There is a linking book to your left that will take you back to Jnanin and metal walkways that lead into the crevasse of the rocky island. Take the walkway going into the crevasse and you will notice a large chasm with more walkways and pipes. You can explore this chasm but cant do much there at this time. Enter the tunnel to your right and go forward 4 times to find the journal pages. Continue forward to the intersection. On the left is a door that wont open, so continue into the blue tunnel. Go forward 7 times and notice the Power Diagram on the right. None of the icons are lit at this time. Turn around and go up the ladder (2 clicks). Turn the red wheel opening the gate. Go back down and continue through the tunnel until you come to another large round Air Lock door that wont open. AIRLOCK PUZZLE: Turn to your right and go down the ladder into the shaft. Push the red button and enter. Pull the crank on the left. Exit this shaft and go back to the blue lit tunnel. Turn right just before you get to the Power Diagram and you will see a broken port hole. Get closer and click on the vanes to manually start the waterwheel. Now you can watch it spin! Look at the Power Diagram and you will see 2 icons that have been activated. Turn around and go back down to the end of this blue lit tunnel and you can see the gears turning below the platform and the door lock is glowing green. This door must have power now so open it. Climb down the ladder through another shaft. Go forward and start the Imager to hear Saavedros message. Turn around and go forward down the hall until you come to a large power cylinder-generator. POWER CYLINDER GENERATOR Puzzle: This side of the cylinder is marked with III. Get close and notice the Circuit Panel. If you go around this cylinder you will come to 4 more circuit panels and also find more journal pages. Go back to side III and look at the circuit again. The idea of this puzzle is to match all the pins on each row on all 5 circuits. You move the pins with the buttons on the sides. For an easy solve, move the pins to look like this for III: Click the top right button 2 times, the right middle button once, and the bottom right button 5 times. As soon as you get it lined up correctly the circuit panel closes automatically and you have more power! Go back down the corridor to the Imaging Device, go up the ladder and return to the blue tunnel and look at the Power Diagram now. All but one of the icons have been activated. Turn right, go out the blue tunnel then through the red lit tunnel to the crevasse and turn right into the chasm. Go all the way forward, turn right and go down the ladder. Go forward 6 times, turn right and you will come to some steam valves and a gauge. Above and to your right you can see the airship. To your left is a lever to move the lift you are standing on to two other levels of steam valves. Move over to the left and try to turn the red wheel. Nothing happens there either. From that red wheel, look up and left to find a ladder and climb it to the top. (3 clicks) Turn right onto a small platform and find more journal pages. Pull the handle to open the hatch. Enter and go forward on that long pipe all the way to the end. Turn right and open a smaller hatch. Go forward 4 times and open the grill below. Drop down into the lava control chamber. Go down the short ladder in the middle of this chamber and look through the small round window in the door to see the red molten lava. Return to the top and look out the window to see a fan in the upper right and some gears. In front of the window is a wheel with a red knob. Turn around and open the door behind you. It is the one that leads to the red and blue tunnels. Return to the knob and move it counter clockwise to lower a walkway below that fan and drain the lava out of that room. (To move the red knob grab the red ball, move the little grasping hand about 1/4 way around and then release. Your little hand may not be able to stay on that red knob but it doesn't matter. After you release your grasp the handle will move.) Go down the ladder and look through that little round window on the door. All the lava is gone now, so open the door and enter that room. Go up the ramp and you will see another similar wheel with a red knob below the fan. Move the knob clockwise. Move the knob through the center to the left. Move the knob counter clockwise. Go forward and pull the fan switch. Go back to turn the red knob clockwise again to lower the walkway. Now you can see the fan moving. Slide the red knob to the right, move the red knob counter clockwise and finally move the red knob back to the left. Leave this room and go up the ladder to the top level. Move this red knob counter clockwise. STEAM VALVES & GAUGES Puzzle: Return to the steam valves and the airship. Go up and out of the shaft back to the long pipe into the chasm. As you descend the ladder back to the valves you will see steam coming from the pipes. On the gauge in the blue section is a red line on the 19. That is where you must set the final pressure to inflate the airship. To do that you must adjust the valves on all 3 levels. To get up to these levels you must increase the pressure on the gauge so the lift will work. Step One - Level 1) Close all the bottom valves and move the lift lever to the right to go up to the middle level. Step Two - Level 2) Close all but one valve so the gauge needle is in the red zone, move the lift handle to the right to go to the top level. Step Three - Level 3) On the top level close one valve. Pull the lift handle to the left to go down to the middle level. Step Four - Level 2) Open 2 valves on the middle level then go down to the first level. Step Five - Level 1) On the first level again, open 3 valves. The needle should point to the 19 on the gauge. Go to your left and turn that red wheel freeing the airship. To get to the airship, go out into the chasm and turn left at the first intersecting walkway. This walkway leads to an elevator. Pull the lever and go down to another walkway and go forward all the way to find another lever. A large round door opens and the airship glides out. Hop into the airship and pull down on the controls. Relax and go for a short ride. When you come to a stop, jump out and pull the lever at the end of the walkway. Watch the amazing video that follows! Hop back into the airship and pull the controls again. This takes you to the floating island and the door you initially came to. Now you can open it and go inside. Go down the ladder to the bottom of the shaft. Click on the wheel on the floor. The bottom opens and you get a view beneath the floating island. You see debris in a form of the symbol for the Voltaic Age and it automatically makes a drawing for you, placing the new page in your inventory. Look up and to your left and find a cabinet. Inside the cabinet is a Linking Book back to J'Nanin. ~ J'NANIN (Return Trip # 3): ~ Walk over to the blue Imaging bowl and place the page from The Voltaic Age into the viewer bowl. Atrius will speak to you once again, and the oval shaped cage opens up revealing a final stage, or world, Narayan. Prepare yourself for the Final Age, the Age of Balance. Walk over the bridge and to the book. Click on the Narayan Linking Book. You're off.... ~ NARAYAN: The Age of Balance ~ As you enter this final Age of Balance you will be facing a stairway. Surrounding you on all sides are what appear to be hundreds of energy lines or roots to some huge tree or plant. Before you venture too much further, turn to the right and take note of the symbols and words you see on the red and yellow banners on the wall. These will be very important in solving this world of Balance. [Below you'll find a graphic picture of all the symbols and words you see]. Tapestry 1 Tapestry 2 Tapestry 3 Tapestry 4 & 5 Note the symbols and the Words that represent each of the symbols. These will play a vital role in your attempts to solve this Age of Symbols Puzzle. Now move forward towards the stairs and go up the two or three steps. Turn to the left and click on the round metal hatch. Nothing happening here. Move forward towards the center of this small walkway and to the end where there rests yet another small round hatch. Click on this one. Nothing doing yet! We need to get some power somewhere. Turn all the way around and head back towards the steps you just walked up. Instead of going down the steps, look straight ahead and you'll notice a stairway that winds around to the right. Follow that stairway up on top. As you step off the stairs, Saavedro will appear through the door at the opposite end of this level. He'll speak to you, acknowledging that you are not Atrius and then he'll rant and rave about his stupidity in assuming that anyone but Atrius would make it to Narayan. He leaves behind the J'Nanin Linking Book but warns you that any door you open never closes behind you. When Saavedro makes his exit, look around the top level. Over to the side you'll notice (look down) a red handle (similar to the ones you dealt with in the Voltaic Age). Pull the handle to the left. Power starts up. Now make your way back down the winding staircase onto the walkway by the 2 metal hatches and the handle inbetween. Walk to the end and click on the hatch. Zoom in, and you'll find that you can't work this puzzle yet. Close the hatch on this one, and move to the middle of the walkway. Click on and turn the handle on the center control to the left. Now move to the first metal hatch at the top of the two or three steps. Zoom in on it and open it. There are 3 circles that represent each of the other ages you've visited. These are Edanna, The Age of Nature, Voltaic, The Age of Energy and Amateria, the Age of Dynamic Forces. Go back and read Atrius's journal entries. He writes that each Age consists of 4 words: Edanna = Nature, Encourages, Mutual Dependence Amateria = Dynamic, Forces, Spur, Change and Voltaic = Energy, Powers, Future, Motion Each of the symbols we received from Edanna, Amateria, and Voltaic Age are not complete. We have to figure out which of the word symbols are missing and make a completed figure for each age. For example: Voltaic Age is made up of MOTION and FUTURE with the symbols for ENERGY and POWER missing. Find the missing ones on the tapestry and complete them on the light podium. VOLTAIC SOLUTION: = and and and and the completed Voltaic Symbol should look like this: COMPLETED ENERGY SYMBOL COMPLETED NATURE SYMBOL COMPLETED DYNAMIC FORCES SYMBOL Once you have traced the completed symbols for Energy, Nature, and Dynamic Forces, the ice shield melts allowing you to go out near the glide ship. Go back in and move the lever toward the right hatch. You need to find the symbols to complete the sentence: Balanced systems stimulate civilization. You can find the symbol for CIVILIZATION, but not for the other 3 words. Move the lever toward the left and go out near the glide ship. Go down the stairs and you will find more tapestries. You will find the other 3 symbols there and also the linking book to Tomahna. Pick it up but don't use it yet! Return upstairs. Save your game before you trace out all 4 symbols on the right hatch. There are several endings that you might want to try. COMPLETED BALANCE SYMBOL AS SOON AS YOU COMPLETE THE BALANCE, SYSTEM, STIMULATE CIVILIZATION Puzzle, SAVE YOUR GAME. As soon as you have energy to this hatch it melts the outer shield. The inner shield is still intact. Saavedro returns and is excited that Narayan is still alive. He plays with the lever moving it toward each hatch and realizes that both shields won't stay open at the same time. He opens the inner shield, walks out to the platform and here is where you have CHOICES to make: ~ END GAME CHOICES ~ CHOICE ONE: Walk out to where Saavedro is, and stay there for a while. He will question you as to why you've come out here and ask what you're waiting for. If you persist in standing there, looking at him, he will DROP the Book of Releeshahn into the Void and come after you. [Not the right choice!] CHOICE TWO: You can pull the lever as Saavedro asks you to do and watch him drop the Book of Releeshahn over into the Void, enter the gondola and disappear (while secretly laughing at your stupidity!). CHOICE THREE: After regaining control of your movements, go upstairs and turn OFF the Power Supply to the Force Fields. Return to the bottom and Saavedro will beg you to lower the outer shield. He will bargain with you and give you the Book of Releeshahn. Release the inner shield, and go down the steps to the Tomahna Linking Book. Leave Saavedro caught between the Force Fields and click on the Tomahna Linking book from the bottom of your screen. You can return to Tomahna and leave Saavedro forever stuck between force fields. ORrrrrrrr......... CHOICE FOUR: As soon as you regain "control" of your movements, run up the stairs and turn OFF the Power Supply by clicking on the Red lever. Return to the bottom and Saavedro will beg you to return the power supply and release the shield. He will bargain with you to open the outer shield so he can escape. In return he will leave you the Releeshahn book. Can you trust him? Turn around and pull the lever to the right. Nothing will happen because you've already turned off the power supply, but go upstairs and turn ON the generator by pulling the red lever. Saavedro simply waves goodbye, enters the Gondola and off he goes in the wild blue yonder in hopes of finding his family! :-) When he's long gone, go down the stairs, turn the lever to the left again to shut down the forcefield, and exit out to where the Gondola once rested. Go down the stairs, click on the Book Of Tomahna and it will automatically go into your inventory at the bottom of the viewer screen, along with all the other books and pages you've collected. Right-click on your screen, then REACH DOWN to the Tomahna book again, and click on it. Zap yourself back to Tomahna. CHOICE FIVE: After you open the first force field you can get the Tomahna book. If you use it then, and return to Tomahna without solving the second force field puzzle, you get a different ending. As Saavedro tells you, when you use a linking book the door stays open. CHOICE SIX: After you get the Releeshahn book, go back upstairs and turn on the power without switching the force field lever. Well this drives Saavedro into a murderous rage and he comes gunning for you. If you use the Tomahna book before Saavedro kills you. Then Saavedro follows you to Tomahna, and you get the same ending as the first one mentioned. [Choice FIVE and SIX were provided by Ben] ~ TOMAHNA (Return Trip) ~ Turn around and click on the Library door. Atrus and Catherine exit and are very grateful to you for returning with the Book of Releeshan. The End! Or IS it? This walkthrough will be updated frequently. Last Update: May 20, 2004 This document may be freely distributed by any means as long as the context is not altered in any way and reference/links are provided to this site. Copyright 05/15/01 - LINDA SHAW, and NORMA KUDERNA. Please send e-mail reference this walkthrough to either: LSHAW3457@aol.com or NKUDERNA@aol.com Please note that Norma and I have many saved games (should you get stuck), in addition to all of the graphics you see in this walkthrough. If you would like a copy of a particular graphic, or a saved game, please let us know via e-mail. Background sound: Toho_Music I created using Goldwave (http://www.goldwave.com).
Myst III:
EXILE
The perfect place to plan revenge
Walkthrough
written by:
Linda Shaw, and Norma Kuderna
May 15, 2001
Windows System Requirements: Macintosh System Requirements:
* 233 MHz Pentium II or faster * 233 MHz G3 Processor or faster
* Windows 95/98/ME * MacOS 8.1 or higher
* 64 MB RAM * 64 MB RAM
* 200 MB Available Hard Disk Space * 200 MB Available Hard Disk Space
* 4x CD-ROM drive or faster * 4x CD-ROM drive or faster
* 640x480 Display, High Color (16 bit) * 640x480 Display, thousands of colors
* Supports Optional 3D Hardware Acceleration * Supports Optional 3D Hardware Acceleration
* Recommended 8MB Video card * Recommended 6MB Video Card
Known Problems With Installation:
There are two basic installation problems that may or may not occur. Most likely the gamer will experience 1 of these errors, and most likely not both!
Error # 1: Whether you choose to use the Typical Installation or the Full Installation is entirely up to you. If the error occurs, it will occur once the game has installed and you are ready to play. The Main game screen will appear (in this particular error) and when you choose NEW GAME, you will be confronted with a message telling you to insert Disk 2 (Typical Installation) or Disk 1 (Full Installation), and the CD ROM disk will already be in the drive. This error message appears because the copyright protection software that was used in creating Myst III: Exile, prevents the disk from reading any drive letter higher than the letter D. If you have one or two disk drives, and both have been assigned letters higher than drive D, then you have an option to correct this problem and move on to playing the game (your only reason for buying the game in the first place). You can follow the directions below to reassign your drive letter(s) simply and easily OR you can visit the website listed below and wait for Ubisoft to send you a replacement disk for Disk 1.
Error # 2: When you have installed the game and are ready to play, you will see a screen stating that the MP3 has performed an illegal operation and will close the program. This error appears because when the original game was produced, they makers failed to include the new Chipset of 810 - 815 for rendering graphics. Therefore you will need to contact Ubisoft (link provided below) and wait for the replacement CD to arrive.
Solutions:
Solution to Error # 1: To correct this problem by reassigning your drive letter(s), simply follow the instructions, OR just download the patch that is now available at: MYST III PATCH
To change your drive letter assignment:
1. Right-click on your My Computer icon and choose Properties. 2. Click on the Device Manager Tab and Double Click on CDROM. 3. Double-click on your CDROM drive and click on the settings Tab. 4. Make a note of your current drive letter assignment. Using the Start and End Drive Letter drop down boxes, select the lowest available drive letter for both. 5. Click OK and restart your computer. 6. Once your computer comes back up, Myst III should run without problems.
* NOTE * Changing your CDROM drive letter may prevent other installed programs from working properly. The Myst development team is aware of this problem and is working on a better fix for this issue.
Requesting the REPLACEMENT CD LINK: Visit: MYST III: SUPPORT REPLACEMENT CD
Solution to Error # 2: To correct this problem simply follow the link here: /MYST III Replacement CD and request a replacement CD. Reinstall the game and you should have no further problems.
Solution to Errors # 1 AND # 2: You can get the PATCH and download it directly from the Ubisoft Website here:
GAME WALKTHROUGH
It should be noted that the game player may travel to Edanna, Amateria, or Voltaic in any order you wish.
~ TOMAHNA: ~
You begin your explorations and challenges in Tomahna. Begin the game by turning around and meeting Catherine once again. She'll talk to you for a few minutes, and then tells you to wait for Atrius in his library. Use the door straight ahead, and not the one on the right. Enter the Library and walk around. Notice the books laying on the chairs and tables. Investigate for a few minutes, using the close-up figure (the "+" to zoom in or the "-" to zoom back out again). When you're ready for Atrius to enter, just walk over to the round table and click on the book of Raleeshahn. Atrius will enter the room and talk to you.
~ J'NANIN: Age of Learning ~
Upon your arrival in J'Nanin, you'll notice Saavedro immediately turning around to see you there, and then hastily make his retreat up a ladder and disappear over the top. Not to worry! Follow him if you wish. If you do follow him, you'll reach a large cylinder shaped building with a door that you cannot open yet. Exit this area via the ladder you used.
WHEEL & REFLECTOR PUZZLE:
Walk around J'Nanin and move towards the reflector telescope looking object with the YELLOW bulb on top of it. Off to the right you'll see yet another foreign object that resembles an antique radar. Look to the right and notice the bulb-like item in the water. Look DOWN and turn the wheel crank 4 times. Turning the wheel rotates the dome-like object in the water and out of your reach.
When you've turned the wheel 4 times, one of the dome tiles will have opened and a reflection will shine off the reflector cone and stop at the Yellow Reflector. Move to the Yellow Reflector, and make sure that your back is facing the Reflector cone. Zoom in on the viewer and see what the reflection is aimed at. If it isn't pointing to the Blue Reflector, zoom out and then click on the round handle at the bottom of the Reflector. It will turn one time. Zoom in again and make certain that it is pointed at the Blue Reflector. Once set, move towards the Blue Reflector. Always remember that your back needs to be facing the direction the reflection is coming from. Zoom in, see where the reflection is going. If it isn't pointed or directed towards the Green Reflector, then zoom out, rotate the reflector, zoom in and look again. Sometimes you have to turn the reflector 2 times before you can see that it is properly aimed. Once the Blue Reflector points to and sunlight directs towards the Green Reflector, move to the Green one. Now put your back to the Blue Reflector and look through the Green one. Adjust the Green Reflector so that the sunlight reflection beams to the Red Reflector. Again, double-check to make sure. Move to the Red Reflector, down by the sea and reflect the light from the Red one to another Yellow Reflector (this is NOT the same yellow reflector you started out with). Double-check. Walk until you reach the Yellow Reflector that shines the reflection from the Red one. With your back to the Red one, zoom in and look through. The Yellow Reflector needs to direct the sunlight to a Purple Reflector. Once you've got that one set, move the Purple one. Looking through the Purple Reflector, making sure your BACK is facing the sunlight, adjust the Purple Reflector so that sunlight beams on a Red Reflector. Look through the Red reflector (adjust it if you need to) and notice that the beam of light bounces to another reflection cone and projects a PRISM onto the Horn Door. This Prism door will lead to the Voltaic age. You must remember the ORDER in which you reflected the sunlight in order to enter this room. The order was Yellow, Blue, Green, Red, Yellow, Purple and Red. Remember that.
While you were walking from Reflector to Reflector, no doubt you saw a beautifully colored round Gazebo-like building down below a ladder and some stairs and walkway. Find that Gazebo again! Make your way down to the Gazebo door, and enter.
SQUEE/SPORE BRIDGE PUZZLE:
Once you step inside the Gazebo, step down one or two steps and then click on the lever in the middle of the round stand. Turn and enter the next area. Go up the steps and exit through the other door. Walk out along the walkway to the end. Turn to the left and walk over the flat rocks to the dome-shaped plant at the end. Click on the center of the dome peak and watch the squee critter exit through the hole at the bottom and munch on the spore plants to the right. Hmmmm? There must be something we can do here.....
Cross the gap back to the end of the walkway leading to the Gazebo, but instead of entering the Gazebo, go up the ladder. Stop at the top and look to your left. You'll see a huge "swan-like" plant and some spore plants behind that. Walk behind the Swanlike plant. Zoom in on the plant and line up the neck of the swanlike plant so that it is aimed at the two "/\" shaped rocks. Aim just above the middle of the two /\ shaped rocks and then click. If you've aimed the plant correctly, you'll hear the squee animal making all sorts of noises as it runs off. The spores behind you will begin to grow and sprout creating a walkway for you to gain access to the Horn Door above you. Exit from behind the plant and make your way back down to the Gazebo. Enter the door, turn right and then click on the small pop-up trashcan looking thing. Turn around and walk through the new entryway. You'll be walking into the center of the Gazebo.
ELEVATOR PUZZLE:
As you enter the room, take note of all the ice balls and rocks laying around. Walk over to the hammock and pick up the book of Saavedros'. Now walk over to the odd looking elevator in the corner. Walk around the right side of the Elevator several times until you see two levers. Click on the levers and watch the Elevator go up. Instead of clicking on the levers again and watching the Elevator come back down, and since you've surely figured out by now that there would be yet another trip/puzzle here, look DOWN inside the base of the Elevator shaft. Click forward so that you're standing beneath the Elevator. You'll be faced with 4 different puzzles here. Hopefully, by now you've looked and read Saavedro's book and notes. You'll find all the answers to the 4 puzzles in the book, if you know where to look and what to read. You must solve all 4 puzzles before you will be able to exit the Elevator at the top. To solve those puzzles, see the graphics below.
1) WEIGHTS: Set the weights according to the graphic below. The first weight on the left should be all the way down. The second and third weights should be exactly in the middle.
2) GEAR CRANK: The gear lever should be engaged. In other words, click on the lever and make sure that it "clicks" in place.
3) GEAR WHEEL: Turn again in the base of the elevator and align the gears so that the "missing" gear links up to and touches the bottom gear wheel.
4) 3-PRONGED WHEEL: All you need to do for this puzzle is to make sure that two of the three prongs in a row (as you rotate the wheel) have the screw-like grooves on the OUTSIDE. The 3rd prong should have the screw-like grooves in the middle, between the two pieces.
Now exit back up to the floor, pull the 2 levers outside the Elevator and watch the Elevator return to you. Open the door, enter the Elevator, close the door and pull the 2 levers from inside the Elevator. You're on your way UP and out of the Elevator. When you arrive at the top, turn around, open the door and exit.
Watch Saavedro. Walk out of the Elevator, and around to the big blue-ish bowl looking thing. Push the big blue button on the right. Listen to Saavedro.
3 CAMERA PUZZLES:
Walk to the left and around to the first camera. Zoom in on the camera and notice the symbol/figure you see. Basically, there are 3 camera puzzles in this room, each containing a different symbol. The object of each of these puzzles is to use the two controls on the left and the right to manipulate the symbol into it's proper "spot" on each of the 3 Horn Windows.
Use the LEFT lever to control the ZOOM power. It will zoom IN or OUT on the symbol you're looking at. Use the RIGHT lever to control the FOCUS of the symbol in relation to the location where it should go. The first thing you should do is to click on the center of the symbol. Hold DOWN the mouse button and drag the item around in the viewer until you are relatively close to the Horn Window location where the symbol will be put. Now slowly use the left and right controls to focus in and acquire just the perfect spot for each symbol. Don't expect to hear any great sounds or see a Linking Book appear in the big round window beneath the viewer as in the original Myst game when you correctly solved a puzzle. That doesn't happen.
Pay very close attention to the 4 Metal Balls that rotate around the outside of the symbol viewer window. As you manipulate the symbol with your hand (mouse button is held down), or by using the Left or Right levers, the Metal Balls will rotate around the viewer. There are 4 of them. The number 1 Metal Ball is the innermost ball, while the number 4 Metal Ball is the outermost ball. When you have properly aligned and focused each symbol, they should look like the graphics below. Make a NOTE of the location of each of the 4 Metal Balls and their location for each of the Cameras. This is very important in order to gain access to the different Worlds!
The EDANNA or Dove-like Symbol (White Dove - Horn Door you gained access to by growing the Spore-Bridge): The positions for the Metal Balls should be roughly as follows: The Innermost Metal Ball, or ball number 1 should be halfway between the LEFT and the BOTTOM LEFT MARK. Ball number 2 should be a little to the RIGHT of halfway between the BOTTOM LEFT and BOTTOM MARK. Ball number 3 should be halfway between the LEFT and the BOTTOM LEFT MARK. Finally, ball number 4 (outermost ball) should be halfway between the UPPER LEFT and Vertical Mark.
The CIRCLE Symbol or AMATERIA (Horn Door by the sea, close to the Red Reflector): Metal Ball number 1 should be slightly below the LEFT HORIZONTAL MARK. Ball number 2 should be slightly LEFT of the BOTTOM MARK. Ball number 3 should be halfway between the BOTTOM RIGHT and RIGHT MARKS, while ball number 4 should be halfway between the UPPER LEFT and UPPER MARKS.
The WHALE SYMBOL, or VOLTAIC Horn Door (Prism Door) should be aligned as follows: Metal Ball number 1 should be slightly above the RIGHT HORIZONTAL MARK. Ball number 2 should be slightly right of halfway between the BOTTOM LEFT and BOTTOM MARKS. Number 3 should end up directly on the LEFT HORIZONTAL MARK. Finally, Metal Ball number 4 should be halfway between the BOTTOM LEFT and BOTTOM MARKS.
Again, no bells or sounds will be heard when you've aligned all the symbols correctly. Just be sure that you make a note of each Metal Ball location for EACH of the 3 Horned Doors. Now you're ready to do a little more work before taking off to another World, and new adventures.
Exit the Observatory via the elevator and lower yourself back down to the main floor of the Gazebo. Exit through the front door (not the door by the rabbit critter and the spores). Go all the way up the extended walkway and ladder and head towards the Red Reflector and the Horn by the Sea. Walk past the Red Reflector and make your way out to the HOLE at the end of the cliff overlooking the water. Go DOWN the hole and walk forward. You cannot enter this Horned Door because there seems to be a ball of some kind blocking your passage inside. Go back up and exit the Hole. Move a few steps backwards to the side of the rock cliff (behind the Big Horn), and you should see a ladder on the side. Go down the ladder and face the 2 levers. These two levers control the walkway where the ball rests in your way. Manipulate the 2 levers as follows:
Click on the LEFT lever 2 times, then click on the RIGHT lever once. The ball will roll into that hole. Move the right lever once more to make the ladder vertical so you can go down. Climb back up the ladder and now you can head off to the Horn Door you created by activating the rabbit puzzle and the spores. We'll save this World for a little later!
EDANNA LINKING BOOK ~ METAL BALL POSITIONS
Metal Ball # 1: Move this ball counter-clockwise halfway between the LEFT and BOTTOM LEFT MARKS.
Metal Ball # 2: Move this ball counter-clockwise a little RIGHT of halfway between the BOTTOM LEFT and BOTTOM MARKS.
Metal Ball # 3: Move this one halfway between the LEFT and BOTTOM LEFT MARKS.
Metal Ball # 4: Move the final ball counter-clockwise halfway between the upper left and Vertical marks.
Click on the Linking book and head off to Edanna.
~ EDANNA: Nature Age ~
Upon your arrival in Edanna, you'll notice that the entire island is basically a huge plant, intertwined and mangled in all different twisted directions, surrounded by nothing but the ocean. Beautiful water, huh?
Follow the path or tree trunk to the end where you'll see a plant in the shape of a spiral staircase. You need to click on this make-shift spiral elevator so you can go up higher in the tree. At the top, walk around and you'll notice yet another spiral elevator plant. This plant, however, doesn't appear to be working. Follow the path you're now on all the way to the top. You'll see what appears to be a huge Sunflower and a vine-like plant. Click on the center of the vine-like plant. It will move it's branches of leafs and allow the sunlight to shine through. Now make your way to the Sunflower. Click on the "+" sign and you'll be able to see through the Sunflower. The Sunflower magnifies the sun's rays. Move the Sunflower's rays so that they shine on the big bulb vine at the bottom of the basin with leafs. Leave the rays shining on the bulb in the basin for a few seconds and it will explode and fill the basin with water, causing the lifeless make-shift spiral elevator tree to grow and be functional.
Use the newly revived spiral tree and make your way down inside the main plant island. You'll notice along the way, several large pinkish plant bulbs with "claws" on them as you descend. Click on the center of the "claws" and the Manta Ray you saw earlier will be sucked into the plant. As you continue to descend, you'll notice other large bulb plants with "claws." Each time you see one, click on the center of the "claws" and the Manta Ray will be sucked lower and lower into the island tree. You should also find more of Saavedro's notes right before you reach a bridge. Cross over the bridge and pull at the bottom of the hanging plant (it works just like a light bulb). This light causes the tongue-like leaf to unravel and extend as a bridge. Walk down the bridge you just created by turning on the light bulb, and look UP. You'll see an upside down shaped "V" vine. Use the vine swing to make your way over a little closer to the dome-shaped item in the open area.
ANIMAL/SQUEE TRAP PUZZLE:
Click on the gear handle to raise the cage (dome-shaped hollow plant). This causes the cage to rise. Move closer to the cage and shake the fruit bearing plant on the right. A huge red apple-looking fruit will fall into a small "groove" on the branch you're standing on. Click on the apple so that it rolls out of the groove. Go towards the lever on the right side of it, and slide down the path. Retrace your steps so that you are back at the end of the extended tongue-like leaf-bridge. Look to your right. The cute little squee critter will be eating the fruit. Pull the handle (lower right of your screen) and the cage will drop, missing the squee creature. The squee will run off (and you'll follow it's path with your screen), and the seeds from the fruit will cause the spore-like plants to grow and the bridge will drop. Retrace your steps back to the vine you used earlier and swing over beyond where the bridge use to be.
Along your way down the island tree, you'll hear, notice and see the "Mama" bird trapped inside a plant that resembles a Venus Fly Trap. You will rescue this bird (don't waste time or energy at the moment) later on. When you have swung on the vine, go further down into the island tree. You'll see yet another one of those bulb-like plants with "claws." This bulb plant is close to the paintings on the right side of the wall. Click on the center of this huge bulb plant and watch as the Manta Ray is sucked into this plant. Go further down into the inside of the island tree and you'll notice a dense forest green area with another bulb-Manta Ray holder. Activate this one, as well. This is the final stop for the Manta Ray!
Along your journey downwards into the tree island, you'll notice some white orchid-like flowers. There are at least 4 of these white orchid-looking flowers. One of these you cannot touch. Go back to the paintings on the wall, and go past the orchid you can touch. Go up and zoom in on this SunFlower, aiming the sunlight at the other flowers.
Farther down into the tree island, and off to the right of where the densely green area is located, you'll see another of the tongue-bridge leafs. This one isn't working (yet). Climb up to the sunlight flower at the top and zoom in. Aim the sunlight at the orchid flower to the left. Climb back down to that white orchid and zoom in on that one. Aim the sunlight from this orchid at the tongue-leaf. It will extend, allowing you passage beyond!
MANTA RAY & VENUS FLY TRAP (BIRD) Puzzle:
To rescue the Manta Ray from inside the lowest large bulb plant with "claws", and to free the Mama bird, make your way across the bottom-most tongue-leaf bridge and up to the right. You'll see another Sunflower and a white orchid reflector flower above that. Go to the Orchid and zoom in. Angle and aim the orchid at the SunFlower. Now make your way all the way back up to the first orchid that is reflecting light. Be sure that you don't miss some more of Saavedro's notes on the way back up! Zoom in on this orchid and pull UP and to the RIGHT from the plant it is currently aimed at. Aim it at the one that is up and to the right of where it was originally aimed. This is the orchid flower that you cannot touch. If all the reflections and sunlight are aimed properly, the bottom large bulb-like plant containing the Manta Ray will explode. The Manta Ray will be released into the small pond below. The Manta Ray will electrically charge the water in the pond, which will cause the Venus Fly Trap to be shocked, opening it's "trap" and releasing the Mama Bird. Before you rejoice too much......be certain that you "re-zoom" in on the Orchid flower you're standing at and redirect the sunlight reflection to the tongue-like leaf bridge at the bottom. You need to make your way back down there!
Once you've crossed over the bottom tongue-like leaf, turn right and follow the path up the hollow log. (Alternate route to the swinging vine - When you're almost at the top of the hollow tree, turn 180 degrees and at the sky view. Click just underneath the log and you'll find an alternate path to the swinging vine) to yet another swinging vine (look up). Swing down the vine, turn left and follow the path to the left of the "stairs" to what I like to call: The Blooming Onion (like the Blooming Onion made so popular at Outback restaurants!). Go past the Blooming Onion (it'll be on your right) and look down. You should see some small white mushrooms. Go through there. Follow the path up and look to your left. You'll see another "Blooming Onion" plant, but this one has flies and gnats flying all over the top of it. Continue up the path (Onion will be on your left), past some ivy vines with white flowers. Go all the way up to the end of that path. You'll see another one of those plants that lets the light come in. Click on the center of it so that the leafs retract and sunlight disappears. Now go back down and all the way around the Blooming Onion with the flies. Go around to the other side. Walk up the Blooming Onion plant and look down. You'll notice some huge "spore-like" plants. Click on one of them and it will explode, sending tons and tons of seeds and pollen into the air. The flies will leave having been repelled by the pollen.
Retrace your steps and paths back to the first "Blooming Onion." It now has all the flies around it. Don't go back to where the swinging vine dropped you off, but instead, go the opposite direction. Follow the path up until you come to an Orchid flower that reflects sunlight. Zoom in on the flower and aim the flower at the Blooming Onion plant. This causes it to open. Return to the second Blooming Onion plant, and make your way down in the direction where you found the spore-like plants that released the pollen and seeds. Turn left and you'll see a huge blue stamen or hollow vine. Click on the center of the hole and climb up inside the vine. Be sure to pick up more of Saavedro's notes along your journey UP the stamen. When you can't climb any higher, twist around and click on the polyp. This will return you to the top of the tree island, near the Mama Bird.
ENDING THE LEVEL:
Can't get out of the plant? Just turn around and click on the outside of the plant (between two of the vines that hold you captive). When you're finished with your slide-ride, turn left and pick up the page. lick on the Book of J'Nanin to return.
~ J'NANIN (Return Trip 1): ~
Upon your arrival back to J'Nanin, you will be in the room with the 3 cameras. Place the page from Edanna in the large blue bowl and watch and listen to Saavedro. RIGHT-CLICK on the page and DRAG it to the Blue Scanner. It will go into the SCANNER if you RIGHT-CLICK on it and DRAG & DROP it into the blue bowl. Afterwards, turn and walk to the elevator. Push the button on the right and then enter the elevator. Close the door, and push the button to return to the bottom of the building. Exit the building into more familiar territory and make your way to the ocean.....close to the Red Reflector. Move to the big horn and the hole down by the water. Enter the hole, and move towards the cavern. Enter there and move towards the Metal Ball puzzle. Remembering the positions for Amateria and the Circle figure in the camera, move the metal balls to the following positions:
AMATERIA LINKING BOOK ~ METAL BALL POSITIONS
Metal Ball # 1: Move this ball counter-clockwise slightly below the left horizontal mark.
Metal Ball # 2: Move this ball counter-clockwise slightly to the left of the bottom mark.
Metal Ball # 3: Move this one halfway between the bottom right and right marks.
Click on the Linking book and head off to Amateria.
~ AMATERIA: Dynamic Forces ~
When you "land" in Amateria, and from your starting position, turn RIGHT and follow the path. Stop at the "landing" and turn right. You'll see the J'Nanin linking book so you may return later, or whenever you'd like. Continue forward all the way through the passage, down some narrow spiral stepping stones, and through a dark tunnel, until you reach a platform in front of you that looks over a group of small green pools of liquid.
WEIGHTS & BALANCES Puzzle:
Continue past the wooden panel, onto a stone path. This leads around to a door where you'll find an incomplete orb inside. Exit the room for now (you'll be right back!). Exit the room, and continue along the path (do not return to the wooden platform yet. Instead, off to the side you'll see a round elevator. Enter the elevator, go up and zoom in on the orange colored ball off to the left. Notice the colors and materials that make up the ball. Now return to the room with the incomplete orb. Looking around the room, you'll notice pieces of the orb, but in different materials. Some are made of Wood (they have the age rings around them), while you'll see another one or two made of metal (dark, almost black in color). Click and drag 2 pieces of the Wood material onto the top of the incomplete orb in the middle. You can only click and place one at a time. Afterwards, pick up, drag and drop one Metal piece. The orb will NOT be completely "filled in", but that's alright. You now have the right weight you need to balance the ice ball. Return to the wooden platform and pull the lever on the lower left side. The platform will rise, giving you a "Birdseye view" of the contraption. Pull the TOP lever (a column with 3 levers), and then pull the lever on the right side. Watch the ball being lifted and placed on the rails. Upon completion of this puzzle, you'll notice that a piece of the broken bridge rises and then the cover to this puzzle closes. Make sure you write down the hexagon shapes and positioning of those shapes as displayed on the cover. [See Diagram below]
X
X X X
X X
Puzzle solved!
Exit this area and return to the main gazebo area where you started this level. On your way back to this position, look off to the left just has you enter one small gazebo and you'll see the Linking book back to J'Nanin. At the starting point, and facing the incomplete rails that lead to the Central Tower Building, turn right and look down. Go down the rope ladder and follow the bridge and stepping stone pathway until you see a few stepping stones leading off to the right. Turn right, enter the gate (click on it), and then turn to the right. Pick up a few more of Saavedro's pages, then step on the wooden platform. Pull the lever off to the lower left and watch the platform rise.
2x ROTATING HEXAGON Puzzle:
Taking notice of the 2 Hexagon wheels with holes for an ice ball, look DOWN on the control panel. Below the hexagon puzzles, you'll see 3 Red Pegs in the holder. Click on ONE at a time and drag it to the following positions:
Pull the lever and watch as another ice ball lifts up and drops onto the Rotating Hexagon puzzle. When the puzzle has been solved correctly, the control panel cover will close. Be sure that you've copied the positioning of the "x's" on the cover panel. [See Diagram below]
XX
Pull the lever and the lower left side to lower yourself back down to ground level. Turn around, and exit through the gate. Turn right and continue following the stepping stones until you reach a pool-like area with white hexagons all over the ground, and water. Turn slightly left and climb up on the railway.
SONIC "O" RINGS Puzzle:
Follow the railway into the CENTER gazebo area. Stop there. Turn LEFT and walk to the end of the rail (you can't go all the way, so just stop when you can go no further). Turn RIGHT and look DOWN. Click forward and go down below the rails. Follow the purple-ish wooden walkway beneath what appears to be the ribs of some huge, huge animal remains. Continue along the short bridges and around some stones leading to a room with a painting on the wall. Stop there, turn left and click forward once. Stop and turn to the left. Climb the stone ladder up to the top. Walk out onto the rails and turn left again. You should be on top of the control panel platform. Look down and to the left, pull the lever so the tower rises. Now you have a "Birdseye" view of all 5 Sonic "O" Rings. You should see the rings and number them as you see below:
3
2 4
1 5
Platform
Get your bearings down so you know which "O" ring is which. Lower yourself back down and then make your way back to the CENTER of the "O" rings. It looks like a huge Gazebo with round holes for passages. Once there, turn all the way to the LEFT ("O" ring number 1) and walk out to the ring. Don't enter the ring, but instead, walk on the wooden platform straight ahead. Turn right and zoom in on the control panel for this "O" ring. Click on the 12:00 button and watch the dial move to that position. Listen and you will hear that this "O" ring now makes a different sound. Turn and walk BACK to the center of the Gazebo. Turn left again and walk out to the 2nd "O" ring. Again, don't walk through the ring, but instead walk to the wooden plank, turn right and zoom in on the control panel for "O" ring number 2. Click on the 4:00 button and watch the dial move. Once again, you'll notice that the sound of the Sonic "O" ring has changed. As you did the first time, turn and walk back to the Center of the Gazebo. Again, turn left, walk out to the 3rd "O" ring and to the platform. Zoom in on the dial panel and change the positioning of the dial so that it is resting on the 11:00 position. Follow the same method for reaching the 4th "O" and the 5th "O" rings. Set the panel on the 4th "O" ring to the 2:00 position, and the 6:00 position for the 5th "O" ring. Note how quiet it is now!
Return to the Platform Control Tower for the Sonic "O" Ring puzzle, raise the platform again. Pull the lever and watch the cut scene. The Ice ball will travel from "O" ring to "O" ring without being crushed by the Sonic energy. When the puzzle is complete, make a note of the positions of the hexagon figures revealed by the closing of the panel cover. [See diagram below]
X XX
Now that you've completed the 3 puzzles on this level that are required in order to enter the Central Round Tower Building, make your way back to your level starting point. Turn and face the building in front of you. You cannot move forward into the Tower until you have entered the hexagon codes for each of the three puzzles you've solved. 'Hope you've saved or drawn out your hexagon shapes for each puzzle!
CENTRAL TOWER BUILDING HEXAGON Puzzles:
Zoom in on the 1st Hexagon puzzle. The tiles you need to push down on this puzzle come from the first puzzle you solved at the Weights & Balance Puzzle. Remember the hexagons that appeared on top of Control Panel door after you solved that puzzle? If you didn't write those down, then you can find the answer by looking at the graphic below.
Zoom out and watch the missing rail appear. Move to the 2nd Hexagon puzzle. Zoom in on the 2nd hexagon and make sure that you enter the tiles you saw after completing the 2 Rotating Hexagon Puzzle. Remember? You saw these:
Zoom out and watch the 2nd missing rail appear for you. Walk over and zoom in on the 3rd and final Hexagon puzzle. The correct tiles to push down for this puzzle were revealed to you after solving the Sonic "O" Ring Puzzle. See the graphic below if you didn't take notes!
Now move forward into the Central Tower Building. As you enter the building, a walkway will appear in front of you. (personally speaking, I just LOVED the graphics here. 'Wish I knew how they did that!). Walk up the walkway and into the center of the top of the building. Click on the purple colored chair (the back of the chair is facing you). Sit down in the chair, push the button in the middle of the handlebars. Listen to a long monologue from Saavedro as he whimpers and whines, then look UP and pull the handle way at the top. Now turn and look UP again. You'll see 4 colored bulbs (Yellow, Blue, Geen and Red). These are colored indicators for 3 of the 4 puzzles you have solved already.
The Yellow = The Weights & Balance Puzzle
The Green = The 2x Hexagon Puzzle
The Blue = The Sonic "O" Ring Puzzle
The Red = the Structure Offshore that you have yet to solve.
Zoom in on the puzzle that appears before you. You'll notice the COLORS on the sides of the overall puzzle. These colors indicate the route the Ice ball must make in order to complete it's journey and allow you access to the final puzzle, The Structure Offshore. The object of this final puzzle is to rotate the pieces of the square so that the ice ball will travel starting from position # 2, and travel from BLUE to YELLOW, to GREEN and finally to RED.
CENTRAL TOWER PUZZLE:
Number the 9 positions on the puzzle as follows:
1 2 3
4 5 6
7 8 9
Now start with position number 2. Rotate the space 1x. Rotate number 9 once. Rotate number 7 1x, and position number 5 2x's. Rotate number 3 one time, and finally rotate number 8 once. Look at the diagram below. It should look like this before you push the blue button on the top.
As soon as you push the blue button, you'll be off on the ride of your life! Enjoy it! lol At the end of the ride, you'll be standing on the Offshore Platform. Turn and take the Dynamic Force page. Walk down to the J'Nanin Linking book and click on it.
~ J'NANIN (Return Trip #2): ~
You'll return to J'Nanin and be in the 3-Cameras' room. Place the page from Amateria in the blue viewer bowl and press the blue button. After you've listened to Saavedro, you'll realize that a small walkway=bridge has extended out to the oval shape suspended in the center of the Observatory. It's time to leave the Observatory and head for the Voltaic Age. Click on the lever for the Elevator, open the door, enter and close the door behind you. Push the green button to lower yourself back down to the main room. Exit the Gazebo through the main door and make your way all the way up extended walkway and to the Voltaic Door, created by the PRISM and the Reflector lights. Enter the room, and zoom in on the Metal Balls Puzzle. Pull out your old notes you made earlier on the location of the 4 Metal Balls and rotate the balls, placing them in the following positions:
VOLTAIC AGE LINKING BOOK & METAL BALL POSITIONS:
Metal Ball #1: Rotate this ball so that it is slightly BELOW the LEFT Horizontal mark
Metal Ball # 2: Move this ball so that it is slightly LEFT of the BOTTOM MARK.
Metal Ball # 3: Rotate the 3rd ball so that it is halfway between the BOTTOM RIGHT and RIGHT MARKS.
Metal Ball # 4: Rotate the final ball so that it is halfway between the Upper Left and UPPER MARKS.
Click on the VOLTAIC Linking book and you're off to yet another gorgeous World.
~ VOLTAIC AGE: ~
When you enter the Voltaic Age you come to a huge round door that wont open because it doesnt have power. There is a linking book to your left that will take you back to Jnanin and metal walkways that lead into the crevasse of the rocky island. Take the walkway going into the crevasse and you will notice a large chasm with more walkways and pipes. You can explore this chasm but cant do much there at this time. Enter the tunnel to your right and go forward 4 times to find the journal pages. Continue forward to the intersection. On the left is a door that wont open, so continue into the blue tunnel. Go forward 7 times and notice the Power Diagram on the right.
None of the icons are lit at this time. Turn around and go up the ladder (2 clicks). Turn the red wheel opening the gate. Go back down and continue through the tunnel until you come to another large round Air Lock door that wont open.
AIRLOCK PUZZLE:
Turn to your right and go down the ladder into the shaft. Push the red button and enter. Pull the crank on the left. Exit this shaft and go back to the blue lit tunnel. Turn right just before you get to the Power Diagram and you will see a broken port hole. Get closer and click on the vanes to manually start the waterwheel. Now you can watch it spin! Look at the Power Diagram and you will see 2 icons that have been activated. Turn around and go back down to the end of this blue lit tunnel and you can see the gears turning below the platform and the door lock is glowing green. This door must have power now so open it. Climb down the ladder through another shaft. Go forward and start the Imager to hear Saavedros message. Turn around and go forward down the hall until you come to a large power cylinder-generator.
POWER CYLINDER GENERATOR Puzzle:
This side of the cylinder is marked with III. Get close and notice the Circuit Panel. If you go around this cylinder you will come to 4 more circuit panels and also find more journal pages. Go back to side III and look at the circuit again. The idea of this puzzle is to match all the pins on each row on all 5 circuits. You move the pins with the buttons on the sides. For an easy solve, move the pins to look like this for III:
Click the top right button 2 times, the right middle button once, and the bottom right button 5 times. As soon as you get it lined up correctly the circuit panel closes automatically and you have more power!
Go back down the corridor to the Imaging Device, go up the ladder and return to the blue tunnel and look at the Power Diagram now.
All but one of the icons have been activated. Turn right, go out the blue tunnel then through the red lit tunnel to the crevasse and turn right into the chasm. Go all the way forward, turn right and go down the ladder. Go forward 6 times, turn right and you will come to some steam valves and a gauge.
Above and to your right you can see the airship. To your left is a lever to move the lift you are standing on to two other levels of steam valves. Move over to the left and try to turn the red wheel. Nothing happens there either. From that red wheel, look up and left to find a ladder and climb it to the top. (3 clicks) Turn right onto a small platform and find more journal pages. Pull the handle to open the hatch. Enter and go forward on that long pipe all the way to the end. Turn right and open a smaller hatch. Go forward 4 times and open the grill below. Drop down into the lava control chamber. Go down the short ladder in the middle of this chamber and look through the small round window in the door to see the red molten lava. Return to the top and look out the window to see a fan in the upper right and some gears. In front of the window is a wheel with a red knob. Turn around and open the door behind you. It is the one that leads to the red and blue tunnels. Return to the knob and move it counter clockwise to lower a walkway below that fan and drain the lava out of that room. (To move the red knob grab the red ball, move the little grasping hand about 1/4 way around and then release. Your little hand may not be able to stay on that red knob but it doesn't matter. After you release your grasp the handle will move.) Go down the ladder and look through that little round window on the door. All the lava is gone now, so open the door and enter that room. Go up the ramp and you will see another similar wheel with a red knob below the fan. Move the knob clockwise. Move the knob through the center to the left. Move the knob counter clockwise.
Go forward and pull the fan switch. Go back to turn the red knob clockwise again to lower the walkway. Now you can see the fan moving. Slide the red knob to the right, move the red knob counter clockwise and finally move the red knob back to the left. Leave this room and go up the ladder to the top level. Move this red knob counter clockwise.
STEAM VALVES & GAUGES Puzzle:
Return to the steam valves and the airship. Go up and out of the shaft back to the long pipe into the chasm. As you descend the ladder back to the valves you will see steam coming from the pipes. On the gauge in the blue section is a red line on the 19. That is where you must set the final pressure to inflate the airship. To do that you must adjust the valves on all 3 levels. To get up to these levels you must increase the pressure on the gauge so the lift will work.
Step One - Level 1) Close all the bottom valves and move the lift lever to the right to go up to the middle level.
Step Two - Level 2) Close all but one valve so the gauge needle is in the red zone, move the lift handle to the right to go to the top level.
Step Three - Level 3) On the top level close one valve. Pull the lift handle to the left to go down to the middle level.
Step Four - Level 2) Open 2 valves on the middle level then go down to the first level.
Step Five - Level 1) On the first level again, open 3 valves. The needle should point to the 19 on the gauge.
Go to your left and turn that red wheel freeing the airship. To get to the airship, go out into the chasm and turn left at the first intersecting walkway. This walkway leads to an elevator. Pull the lever and go down to another walkway and go forward all the way to find another lever. A large round door opens and the airship glides out. Hop into the airship and pull down on the controls. Relax and go for a short ride. When you come to a stop, jump out and pull the lever at the end of the walkway. Watch the amazing video that follows! Hop back into the airship and pull the controls again. This takes you to the floating island and the door you initially came to. Now you can open it and go inside. Go down the ladder to the bottom of the shaft. Click on the wheel on the floor. The bottom opens and you get a view beneath the floating island.
You see debris in a form of the symbol for the Voltaic Age and it automatically makes a drawing for you, placing the new page in your inventory. Look up and to your left and find a cabinet. Inside the cabinet is a Linking Book back to J'Nanin.
~ J'NANIN (Return Trip # 3): ~
Walk over to the blue Imaging bowl and place the page from The Voltaic Age into the viewer bowl. Atrius will speak to you once again, and the oval shaped cage opens up revealing a final stage, or world, Narayan. Prepare yourself for the Final Age, the Age of Balance. Walk over the bridge and to the book. Click on the Narayan Linking Book. You're off....
~ NARAYAN: The Age of Balance ~
As you enter this final Age of Balance you will be facing a stairway. Surrounding you on all sides are what appear to be hundreds of energy lines or roots to some huge tree or plant. Before you venture too much further, turn to the right and take note of the symbols and words you see on the red and yellow banners on the wall. These will be very important in solving this world of Balance. [Below you'll find a graphic picture of all the symbols and words you see].
Tapestry 1 Tapestry 2 Tapestry 3
Tapestry 4 & 5
Note the symbols and the Words that represent each of the symbols. These will play a vital role in your attempts to solve this Age of Symbols Puzzle.
Now move forward towards the stairs and go up the two or three steps. Turn to the left and click on the round metal hatch. Nothing happening here. Move forward towards the center of this small walkway and to the end where there rests yet another small round hatch. Click on this one. Nothing doing yet! We need to get some power somewhere. Turn all the way around and head back towards the steps you just walked up. Instead of going down the steps, look straight ahead and you'll notice a stairway that winds around to the right. Follow that stairway up on top. As you step off the stairs, Saavedro will appear through the door at the opposite end of this level. He'll speak to you, acknowledging that you are not Atrius and then he'll rant and rave about his stupidity in assuming that anyone but Atrius would make it to Narayan. He leaves behind the J'Nanin Linking Book but warns you that any door you open never closes behind you.
When Saavedro makes his exit, look around the top level. Over to the side you'll notice (look down) a red handle (similar to the ones you dealt with in the Voltaic Age). Pull the handle to the left. Power starts up. Now make your way back down the winding staircase onto the walkway by the 2 metal hatches and the handle inbetween. Walk to the end and click on the hatch. Zoom in, and you'll find that you can't work this puzzle yet. Close the hatch on this one, and move to the middle of the walkway. Click on and turn the handle on the center control to the left. Now move to the first metal hatch at the top of the two or three steps. Zoom in on it and open it. There are 3 circles that represent each of the other ages you've visited. These are Edanna, The Age of Nature, Voltaic, The Age of Energy and Amateria, the Age of Dynamic Forces.
Go back and read Atrius's journal entries. He writes that each Age consists of 4 words:
Edanna = Nature, Encourages, Mutual Dependence
Amateria = Dynamic, Forces, Spur, Change and
Voltaic = Energy, Powers, Future, Motion
Each of the symbols we received from Edanna, Amateria, and Voltaic Age are not complete. We have to figure out which of the word symbols are missing and make a completed figure for each age. For example: Voltaic Age is made up of MOTION and FUTURE with the symbols for ENERGY and POWER missing. Find the missing ones on the tapestry and complete them on the light podium.
VOLTAIC SOLUTION:
= and and and
and the completed Voltaic Symbol should look like this:
COMPLETED ENERGY SYMBOL
COMPLETED NATURE SYMBOL
COMPLETED DYNAMIC FORCES SYMBOL
Once you have traced the completed symbols for Energy, Nature, and Dynamic Forces, the ice shield melts allowing you to go out near the glide ship. Go back in and move the lever toward the right hatch. You need to find the symbols to complete the sentence: Balanced systems stimulate civilization. You can find the symbol for CIVILIZATION, but not for the other 3 words. Move the lever toward the left and go out near the glide ship. Go down the stairs and you will find more tapestries. You will find the other 3 symbols there and also the linking book to Tomahna. Pick it up but don't use it yet! Return upstairs. Save your game before you trace out all 4 symbols on the right hatch. There are several endings that you might want to try.
COMPLETED BALANCE SYMBOL
AS SOON AS YOU COMPLETE THE BALANCE, SYSTEM, STIMULATE CIVILIZATION Puzzle, SAVE YOUR GAME.
As soon as you have energy to this hatch it melts the outer shield. The inner shield is still intact. Saavedro returns and is excited that Narayan is still alive. He plays with the lever moving it toward each hatch and realizes that both shields won't stay open at the same time. He opens the inner shield, walks out to the platform and here is where you have CHOICES to make:
~ END GAME CHOICES ~
CHOICE ONE: Walk out to where Saavedro is, and stay there for a while. He will question you as to why you've come out here and ask what you're waiting for. If you persist in standing there, looking at him, he will DROP the Book of Releeshahn into the Void and come after you. [Not the right choice!]
CHOICE TWO: You can pull the lever as Saavedro asks you to do and watch him drop the Book of Releeshahn over into the Void, enter the gondola and disappear (while secretly laughing at your stupidity!).
CHOICE THREE: After regaining control of your movements, go upstairs and turn OFF the Power Supply to the Force Fields. Return to the bottom and Saavedro will beg you to lower the outer shield. He will bargain with you and give you the Book of Releeshahn. Release the inner shield, and go down the steps to the Tomahna Linking Book. Leave Saavedro caught between the Force Fields and click on the Tomahna Linking book from the bottom of your screen. You can return to Tomahna and leave Saavedro forever stuck between force fields. ORrrrrrrr.........
CHOICE FOUR: As soon as you regain "control" of your movements, run up the stairs and turn OFF the Power Supply by clicking on the Red lever. Return to the bottom and Saavedro will beg you to return the power supply and release the shield. He will bargain with you to open the outer shield so he can escape. In return he will leave you the Releeshahn book. Can you trust him? Turn around and pull the lever to the right. Nothing will happen because you've already turned off the power supply, but go upstairs and turn ON the generator by pulling the red lever. Saavedro simply waves goodbye, enters the Gondola and off he goes in the wild blue yonder in hopes of finding his family! :-)
When he's long gone, go down the stairs, turn the lever to the left again to shut down the forcefield, and exit out to where the Gondola once rested. Go down the stairs, click on the Book Of Tomahna and it will automatically go into your inventory at the bottom of the viewer screen, along with all the other books and pages you've collected. Right-click on your screen, then REACH DOWN to the Tomahna book again, and click on it. Zap yourself back to Tomahna.
CHOICE FIVE: After you open the first force field you can get the Tomahna book. If you use it then, and return to Tomahna without solving the second force field puzzle, you get a different ending. As Saavedro tells you, when you use a linking book the door stays open. CHOICE SIX: After you get the Releeshahn book, go back upstairs and turn on the power without switching the force field lever. Well this drives Saavedro into a murderous rage and he comes gunning for you. If you use the Tomahna book before Saavedro kills you. Then Saavedro follows you to Tomahna, and you get the same ending as the first one mentioned.
[Choice FIVE and SIX were provided by Ben]
~ TOMAHNA (Return Trip) ~
Turn around and click on the Library door. Atrus and Catherine exit and are very grateful to you for returning with the Book of Releeshan.
The End!
Or IS it?
This walkthrough will be updated frequently.
Last Update: May 20, 2004
This document may be freely distributed by any means as long as the context is not altered in any way and reference/links are provided to this site. Copyright 05/15/01 - LINDA SHAW, and NORMA KUDERNA.
Please send e-mail reference this walkthrough to either:
LSHAW3457@aol.com
or
NKUDERNA@aol.com
Please note that Norma and I have many saved games (should you get stuck), in addition to all of the graphics you see in this walkthrough. If you would like a copy of a particular graphic, or a saved game, please let us know via e-mail.
Background sound: Toho_Music I created using Goldwave (http://www.goldwave.com).