Myst 3: Exile Walkthrough :
This walkthrough for Myst 3: Exile [PC] has been posted at 23 May 2010 by deannasmells123 and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up deannasmells123 and share this with your freinds. And most important we have 4 other walkthroughs for Myst 3: Exile, read them all!
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MYST EXILE Title: Myst Exile Producer: For: PC MS Word Currier New Original Created: 9/05/09 By: Ghidrah EMaul: Ghidrah_@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the X Box version of the game. _____________________________________________________________________________ MENU 1. BRIEFING 2. CONTRACTIONS 3. WALKTHROUGH _____________________________________________________________________________ 1. BRIEFING OBSERVATION Myst Exile, the third game in the series, and like all of Myst's stories is full of killer puzzles, puzzles requiring deductive reasoning. The thing is, for some (like me), some puzzles can freak you out because they appear so obscure. As difficult as this may be to believe, even the meanest puzzle in Exile requires only basic reasoning. However for this to be true one must explore everything and keep (VERY GOOD NOTES) of all oddities and points of interest. Even items one might consider insignificant. You never know what's going to be important later in the game. The better your notes the easier the puzzles will be to solve. I've played through Exile too many times over the last 5 plus years to reliably count. However I still recall the route I took and believe it or not I still have the notes taken from the 1st time through. It's the game's job to hide info and confuse the player. They do this with color or lack there of by hiding targets in monochromatic backgrounds or by placing so much junk in front of and around the target that it becomes invisible, especially if you're zooming through the age. So it pays to keep notes of where you've been, what you've seen and done while there. This may seem like over kill but the time saved not freaking out, (as much); back tracking or restarting will be worth it. Regarding leading with the hand, it may seem boring, (ok it is boring) moving slowly and exploring everything with the hand to expose interactive objects takes time. But the rewards are worth it, especially when it comes to the puzzle solutions in Saavy's pages. PUZZLES Each world has one main puzzle to solve, but, said puzzle may have multiple mini puzzles to solve so that you can get to it. Some puzzles require you to perform a number of tasks in a particular order to succeed, one item out of order and the puzzle fails, so, it pays to keep track of the task sequence so you can change/move or eliminate an aspect of it without useless repetition. Some puzzles may require you to move from one end of the age to the other and back to complete one task in a series so keep track of your locations. HAND ICONS AND TARGETS I'm not thrilled with the game engine, (I wish there were more options) but its simplicity works. Basically you need to look for the, (Acrobat reader PDF hand icon thing) which tells you that there's something you can interact with. Because you can interact with it, it may be a target item and part of a puzzle solution. Find out what it can do and write it down for future reference. PUZZLE SOLVING I always feel best when I'm able to solve a puzzle on my own. If I'm stumped and need help, I feel better if the help comes as a well placed hint. Leading to a self discovered solve instead of handing me the answer is my preference. So for the majority of the puzzles in Exile the help will come in the form of observable clues and how to use them to solve a puzzle instead of having the answers handed out. For those not wanting to work on the puzzles the answers will be given for each age in the order of appearance at the end of the guide. _____________________________________________________________________________ CONTRACTIONS Big Bird= "BB" Mad Brad= "MB" My Friend= "MF" Orange Magnifying Flower= "OMF" Pink Telescope Flower= "PTF" Rabbit/Rat Thing= "RRT" Saavedro= "Saavy" White Amplifier Flower= "WAF" White Reflector Flower= "WRF" _____________________________________________________________________________ WALKTHROUGH 1. Tomahna 2. Jnanin 3. Voltaic 4. Jnanin, (ret) 5. Amateria 6. Jnanin, (ret) 7. Edanna 8. Jnanin, (ret) 9. NARAYAN _____________________________________________________________________________ "Follow the hand and investigate everything" 1. Tomahna You begin at and outside the home of Atrus, Catherine and their baby girl; Catherine comes outside to greet you and suggests waiting for Atrus in the study. Explore the study; Atrus will enter the room when you move from the desk area to the Releeshahn book on the pedestal and click it. After Atrus hands you his journal, (notes taken when writing Releeshahn) some wacko, (played by Brad Dourif, who has made a career portraying psycho puppy characters) links into the room. He chucks a fire bomb steals the Releeshahn book and drops a different linking book as he vanishes. The game has MF grab the linking book so that you may follow Whacka-mole to wherever it is he fled off to. _____________________________________________________________________________ "Follow the hand and investigate everything" 2. Jnanin ---------------------------------------- (NOTE) As you link into this age and 4 the others you get a circling bird's eye view of the goodies you'll encounter as you trek about correcting all the snags MB created in an attempt to strand Atrus in one of the 4 worlds. So pay attention to what circles below, you'll be moving through eventually. ------------------------------------------- Beat feet after MB; follow him to an island with three huge ivory tusks around the perimeter and one big honkin, (tower) tusk in the center topped with a roundish purple building. When you land on Jnanin you'll snatch a glimpse of MB tearing off up and over a boulder and disappear behind an outcrop of stone. If you immediately follow him you'll see MB enter the roundish purple building at the top of the tower tusk. You can't get in from here, but you can look around and size up a big chunk of the island. From the walkway 2 of the perimeter tusks can be seen. As you move away from the building toward the boulders a portion of the 3rd tusk can be seen to the right of the central tusk. There are also a number of mini bridges spanning ledges and many areas with steps cut into the cliff face leading down to water, there's a pool or pond in the center of the island which pretty much rounds up all the major points of interest. So while you have a minute open up the journal Atrus gave you and read it. If you're anything like me you nearly fall asleep, it's pretty boring. Atrus gets all bound up trying to figure out how to go about writing Releeshahn. The only thing of note is a few groups of highlighted words in bold font. For me, aside from getting into the tower and strangling MB, the 3 perimeter tusks seem to be the most interesting attractions on the island, so I'm heading for the closest tusk for a look see. Down the rungs and left past a red pedestal lens is a bridge to the 1st tusk. Tusk #1 The tusk sits on the edge of a huge rock outcrop and it has a black plaque with a decal in it, (it looks like a thick circle/ring thing). Explore and discover all items of interest. Odds are you'll likely find a hole in the rock 1st so climb down and explore. You'll be standing on a platform/walkway and there's a huge barrel blocking your way to a door. Look around, there are boulders breaking the surface of the water, a vertical object and with a closer look a series of rungs imbedded into the rock wall across the cavern. Climb out, locate the rungs and climb down. It's a pedestal with 2 levers. With a little experimentation you can figure out how to maneuver the barrel. I figured smashing the barrel through the door would do the trick but it just bounced off the door, "tough door". So spend a minute figuring out how to get the barrel out of the way clearing access to the door. Once done return to the door and enter. Discover the floor to the tusk is missing. The solution should be obvious, big barrel, open door and a little lever pulling. Once you're able to walk into the tusk you'll find a pedestal with a round flat top and 4 concentric rings, each ring has one bead that can be moved around the ring. There are 8 marks fixed to the pedestal face like the cardinal points of a compass. You can mess with the beads but there's no way to know what positions to move them to, so exit the tusk and return to the starting point. Tusk #2 As you head back to where you entered Jnanin take note of what appears to be the next closest tusk, climb down the rock rungs to the sand and go left. Cross over the rocks and water and go up slope past the purple lens. Take note of all the pedestal lenses surrounding the island. Between the purple lens and a yellow lens ahead is a series of steps leading down slope and left to a bridge leading to the 2nd tusk. When you get to the far side of the bridge there's no access to the tusk door, take note of the melon things growing from the side of the ledge. Examine the area, another bridge continues to your left leading to steps cut into and up the rock wall. To your right there are rungs leading down possibly to the pond level. Look down past the rungs there's another ledge below, so take the ladder down. There's a big plant with a big honkin yellow tipped stamen in front, explore for grab icons and do so. You can grab the plant from behind and point it at stuff; the plant captures and magnifies sound. You can hear the bridge creak, the water in the pond and if you hold it up high you can hear waves splashing against the island. The plant's function means it is likely to be a target item for a puzzle. There's a glass globe fixed to the cliff face but you can't interact with it. It seems out of place. Climb back to the bridge and continue on to the 3rd Tusk. In a moment you'll discover that the path is a dead end leading to 2 lens pedestals. Return to the stone pillar between bridges and the rungs leading to the pond. As you move back and forth over the bridge, look down to see a small building at water level attached to the base of the Central Tusk. Climb down to the water level and explore. Take note of the little teepee thing on the boulder against the cliff and the small water plant next to it, both have squeezable interactive bulbs at their tops. The teepee has a rabbit/rat thing, (RRT) in it but it won't come out. I can't tell whether it doesn't like the water, me, the plant or all 3. If you squeeze the bulbs in the proper order you'll discover how much it lurves the melon things just past it. Take note of what happens when the RRT squeaks. What do we want to do? 1. Get into all the tusks What do we know so far? 1. There are 3 satellite Tusks, 2 least 2 of them have doors and emblems on them. 2. Access to the Tusks requires solving a puzzle. 3. Tusk #1 already accessed has a bead or marble device and a cage suspended above it. 4. We found a big flower that magnifies ambient sounds like water, wind and creaking objects. 5. We found an RRT; the RRT has a squeak that excites clumps of melon things causing them to swell up. The RRT then feeds on the swollen melons. 6. There is a tract of melons on a ledge leading to Tusk #2. What do we need to do? 1. Gain access to Tusk #2. Take note, there's another black plaque thing on tusk#2; this one has a bird like image. Once you access the 2nd tusk you discover that it also has a bead/ring pedestal and like the first tusk, you have no idea what positions the beads must occupy to be useful. From this point you can safely assume that the 3rd tusk will also have an access puzzle and a bead/ring pedestal inside. So for me I'm heading back down to the water and exploring the little building at the base of the tower tusk. Tower Tusk Once in the building you're channeled right, pull the lever to lower the gate and enter. There's a little ornamental pond to the right and there's a pedestal with a button. To the left a gated door and ahead another room like the 1st including a lever and exit door. Push the pedestal button, enter the room, explore and take notes on all interesting things within. There's plenty of junk to play with, eventually you should find a book, read it and discover MB is someone named Saavedro and this is his diary, read all of what little there is. Some pages are blank and some seem to be missing. Stupid fly never learns! There's 3 scales in the room 2 of them balance black, white and brown balls. ------------------------------------------ (NOTE) Saavedro's diary is missing some pages and entries. There are symbols on the upper right corner of the right side page. Take note of the symbol/s and draw them out in the order from 1st to last. With a little study you'll see the pattern and discover that the diary has at least 17 entries 11 are missing and 6 of them are still in the book. -------------------------------------------- When you're done move to the elevator and play with it. Examine everything you can about it and take notes. There's a grab-able lever to the right of the elevator that can be accessed from inside it or out. Enter and locate the lever, pull it and go for a ride. Carefully observe your ride up and down. Once you come to a stop you'll see that Saavedro is indeed coo-coo for coco puffs and with much hate for Atrus' family and surely seeking revenge for his imprisonment. The exit outside is locked, the lock is blocked by the elevator and there isn't access to the room Saavy is in. Tap the green button and watch your descent through the floor grate, notice the recess below the sitting position of the elevator in the lower level, you can also make out a ladder. Exit the elevator and try the lever from outside of it and then watch the elevator return to the upper level, when free from the FMV look down. Hey Moe! There're bright blue lights in a hole below the elevator pad and you did see a ladder so climb down for a Boo. You have discovered the 3rd puzzle on this route. Once you look at the bright blue items in the hole their images should be familiar. What do we want to do? 1. Access the upper central tusk area and the 3rd satellite tusk. 2. Get the elevator properly oriented so that we can either exit the upper level of the tusk and or enter the Tusk. What do we know? 1. Saavedro is in the upper central tusk. 2. Something is preventing the elevator from orienting to the upper room and the exit door. 3. There are 4 interactive devices below the elevator pad that can and or must be manipulated. 4. We have Saavy's diary and it has pictures!!! What do we need to do? 1. Carefully study the pics in the diary and then alter the devices below the elevator pad. 2. Try the elevator again. Once you're up into the tower tusk explore. Tower Room --------------------------------------------- (NOTE) I'd save here, this could take a while and odds are your up coming solutions with the wall balls may differ somewhat from what the game requires. ---------------------------------------------- Explore the room, pick up and read JE#4 (Journal Entry #4), on the floor. 3 balls on the circular wall and a grab-able blue button, push the blue button, watch the ceiling video and when done go to one of the balls. I went to the "SNAIL" ball, (what the image on the ball lens and corresponding tusk looks like to me). All balls have 2 levers, and a series of concentric rings just like the ones seen so far in the tusks. You must grab the screen to move it left, right, up or down, when moving the screen notice the beads moving around their own rings. The left lever is the lens zoom and moves the 3rd bead in the 3rd ring. The right lever focuses the scope and moves the 4th bead. Play with the snail lens long enough and you'll locate the snail tusk and find a plaque or window on it with the same snail image as the one on the lens. Take note of the bead ring's positions on the ball. What do we want to do? 1. Acquire the correct bead settings from each ball to use on the pedestals in each tusk. What do we know? 1. The wall balls have concentric rings with beads just like in the tusks. 2. The rings have markers that resemble cardinal points on a compass. 3. The ball has 2 levers, one zooms and one focuses, 4. Each lever moves a bead 5. You must grab the screen to move it up, down, left or right and this action moves 2 beads. 6. Each wall ball lens has a symbol etched on it that matches the symbol of the tusk it can focus on. What do we need to do? 1. Move the screen and levers of the wall balls to orient their beads on the co-ordinate rings and write them down. Tusk #3 Once done exit the tusk, I was very tempted to access the closest tusk, but decided to explore the 3rd and final tusk. In retrospect I would have had more fun going for Tusk #1. On my way to the 3rd tusk I find a couple of odd devices on the dunes, as I approach the devices I see another device off island. Of the 3 pedestals one has a wheel on it the other a purple disk and the thing on the water has a dome on it. Turn the wheel and see the dome turn, keep turning it and see a beam of light emanate from the dome to the purple disk and from the disk to a pedestal with a Yellow colored gem further inland. Go to the Yellow pedestal, notice a beam of light emanating to the left and then look into the lens. You see the damaged top of a pedestal missing its lens. You can turn the lens by grabbing the low metal ring, do this and see that the beam of light that pointed at the missing lens now points to the right, look into the lens and see that it now lined up with a Blue gemmed pedestal close to where you landed on the island. If you follow the beam of light to the next pedestal and orient its lens to the next colored pedestal you'll travel to all the lenses positioned over the island. When you approach the last lens and direct it you'll see it points to a device positioned in front of the last Tusk. Make your way to the 3rd tusk examine the device in front of the tusk and then approach the door to open it. Discover the door will not open; see that there is a round thing on the door above the latch lever that has colored buttons on it. You can push all the buttons but nothing happens. What do we want to do? 1. Figure out what the combination of the color lock on Tusk #3. 2. Gain access to tusk #3. What do we know? 1. Tusk #3 has a lock on the door. 2. The lock has 5 buttons and the buttons are color coded Red, Green, Yellow, Blue and Purple. 3. There are 7 pedestals with colored gems spread out over the island, 2 of the colors, red and yellow repeat. 4. The door lock combination is likely made up of a sequence of colors represented by the colored pedestal lenses. What do we need to do? 1. Press the correct sequence into the door lock Once inside the Tusk it's confirmed, all tusks have same set up. So we're in #3 and have the co-ordinates for it let's see where it takes us. Enter the co-ordinates onto the pedestal and then link out to. --------------------------------------- (NOTE) This is where I discovered the importance of accuracy regarding the zoom and focus levers for the wall balls and that each ball is slightly different in its requirements for focus and zoom positions. Where one ball requires zoom to have a perfectly matching overlay and focus to be crisp another does not. In all instances the positions required to lower a book cage in a tusk are absolute, there are the 4 cardinal and 4 intermediate points marked but there are actually 16 points available. The co-ordinate must be as close to perfect as possible. So, for example if you stop a bead in the 2nd ring half way between E and ENE the solution will be wrong and fail. The correct position will be at E or ENE, so whenever you end up with situations like this keep a note so you can try either position for the solve. --------------------------------------- ____________________________________________________________________________ "Follow the hand and investigate everything" 3. VOLTAIC There's lots of rocks in this place, small ones, big ones and really, really big ones. Explore the outside, there's a cobble stone tower with a big locked metal door, a space aged looking thing with a Jnanin linking book inside it and the metal walkway MF is walking on. Close by and over the water another cobblestone tower with a platform on top and further away what looks like a dam, sluice gate or maybe a river lock. Follow the walkway into the cliff face, 4 clicks in you arrive at a side tunnel on your right. Look further along the main tunnel and see how it opens up into a huge cavernous hole in the ground. There're lots of big time metal structures. I head right into the side tunnel for a quick like reconnoiter. You'll find some Saavy pages, JE#1 pick'em up and read. Deeper into the tunnel you come to a locked door and a blue lit tunnel dog legged to the right. Take the dog leg; shortly you come to a ladder on your left and a dark screen to the right. Climb up and see the dam/sluice gate, (not a lock) thing from the opposite side and a red valve wheel. Try it one time to see what it does then climb down and continue along the tunnel. There's a broken porthole on the left just past the ladder with an interactive object within. Further along the tunnel it opens up, there's a locked door and a flooded manhole to the right. What do we want to do? 1. Open 2 locked doors. 2. Climb down the manhole to see what's there. What do we know? 1. There's a ladder that leads to a valve wheel, probably operates the flood gate. 2. A darkened screen to right of ladder has 5 interconnected icons. 3. A broken porthole that allows access to water wheel fins. 4. A flooded manhole opening 5. 3 large round and locked doors What do we need to do? 1. Try each item one at a time observe and reevaluate. Once you complete the 3 parts of the puzzle take a look at the dark screen, it's lit up now and you can make out what looks like the water wheel and a pentagonal object. It doesn't look like the big door near the manhole but, said door now has a pale green light glowing above its handle and can now be opened. Once opened climb down and locate the viewer, learn more about the exploits of Sirrus and Achenar. Follow the narrow corridor to a huge room with a big round tank thing at its center. The tank has 5 panels attached to its side they're numbered 1-5 and rise above the tank. Hmm, 5 panel, pentagon, maybe this is the icon on the screen. Move to panel #1 in front of you, you can interact with the panels, when you do you see what looks like 3 circuit breaker chains. Move around the tank and check the panels as you go, they're all the same. Locate JE#11 at panel #3 and read it. So, I'm going to interact with panel #3's circuit chain thing. It has 6 large buttons set vertically 3 per side. The circuit grid is made up of 3 horizontal chains; the top left and right buttons operate the top circuit and so on with the remaining buttons and chains. --------------------------------------- (NOTE) Without much consideration it appears obvious that the chains need to be connected by the vertical links, (nodes that point up and down) so it seems to be a matter of using the buttons to move the chains left and right to find the correct connections. Where one may get confused and maybe give up is that as far as I can tell there isn't a repeatable solution to this puzzle that I can find, it changes every game. The only assistance I can impart is to move the 3 chains back and forth make all the connections and then move onto the next panel. Eventually all panels lock up. The thing is you could solve the puzzle in just a couple moves or it could take a couple minutes solving one panel before moving to the next. Eventually the tank locks down and makes another set of connections at the screen near the ladder leading to the water wheel. Be patient and plod along till the game takes over and locks the tank down. --------------------------------------- Head back to the side tunnel and check out the screen beside the ladder there are now 4 icons lit up. So far I can't make out what the 2 new icons represent; one of them looks like a coil spring the other flat black thing. From there head back to the main tunnel turn right and head out into the big honkin hollowed out cavernous area with all the big metal things. Explore the area; discover that the big tower is an elevator, (a metal band spirals from top to bottom) and that you may safely assume the coil thing on the screen is the elevator. Continue along the lower level to the stand alone lever and pull it. Watch the big half round dome thingy open up and then close. Even though there isn't much to do it will make sense a bit later in the game. When done get back to the elevator, find JE#8 at the back of the elevator, read it and then head back up to upper walkway. Continue to the end of the room and to the ladder and have a look about. A thing, sort of suspended looks like it might be a dirigible with a deflated balloon. Make your way down the ladder and into the next area; examine everything, close up and far away. You'll come across a manifold with relief valves, a pressure gauge and close by a lever. Around the corner there's a ladder and another valve, nothing works at this point, so climb up to the platform above. Pick up JE#14 read it and have another look about before you roll the ball and enter the tube. When you exit take a gander, even though you're pretty much at the same height as the walkway it feels like MF is much higher. There's only one way forward take it to the other side of the cavern and enter the next area of the age. Once in the tube locate the exit and drop down into the small room. Thoroughly examine the room and its contents, unlock the door to see that it's the locked door at the red and blue walkway intersection. Move over to the round thing near the window. Learn how it moves and what actions it provides. When done climb down into the lower room, and exit via the secure door. If the door is locked return to the level above and move the RK. Enter the lava room and examine all there is to see; move to the round thing with red knob and take a look at the mural on the wall, the scene is of fire and brutal conflict. (SAVE) What do we want to do? 1. Figure out how to provide water pressure or steam to the valves. 2. Discover whether these devices provide the resource. What do we know? 1. Valves may operate dirigible but require water or steam to function. 2. Devices in current room may provide water or steam. What do we need to do? 1. Trial and error, keep track of the item used and the action taken so that you can reverse it or restart from the previous save. 2. The puzzle isn't difficult at all and the procedure is repeatable as far as the mechanics of solving the puzzle goes. --------------------------------------- (NOTE) It's possible the big flat black thing may be the lava room. I now think the last unlit icon may be the cobblestone tower at the beginning of the age's link in site. --------------------------------------- Once you complete the lava steam generator thingy return to the valve panel and discover it is now activated and it is indeed a steam valve manifold. Step back and look up; there are 2 more manifolds above. Take note of the gauge, it has a red marker which might be important. Take note of the system as is so that you can return all items to their original positions. Test a valve or 2 and discover what the 1st level valves produce, (degree or pounds of pressure) rise or fall. What do we want to do? 1. Activate the dirigible. 2. Get to the 3 levels of valves and manipulate them to get steam into the dirigible. What do we know? 1. The valves manipulate the steam pressure. 2. The pressure gauge has a red line in the blue zone. 3. There are 3 levels of valves to operate. 4. There is a pipe from the valves that leads to the airship. 5. There is an elevator that allows one to reach the upper manifolds when the correct pressure is applied to the gauge. What do we need to do? 1. Discover what action each set of valves provides 2. Once done decide what action to take regarding the dirigible. Once you have reached each level on the tower and discovered what each Manifold provides decide how it can help in relation to the airship. Once the ship is moving it will stop at the big round dome thing. Remember how the dome thing works? Beat feet back to the stand alone lever and give it a yank. Watch the airship move through the room and come to a stop. Enter the ship and ride it to the next stop, yeah you betcha it's another lever. You're back outside and you're at the one of the towers. Pull this one watch all the cool stuff and discover the final screen icon is indeed the cobblestone tower. Ride the ship for one last time to the floating tower and enter. Follow your nose to the goodies, once MF completes the drawing locate the linking book and return to Jnanin. _____________________________________________________________________________ 4. JANAIN You link into the central tusk tower on Jnanin, move over to the blue thing and play with the high tech vacu-form kit. Remember what Saavy did while you were watching through the window? Place the image from Voltaic onto the thingy and watch the little show. When Saavy is done ranting exit the tower. So, you have the co-ordinates to access the linking books in the 2 other tusks and you've already opened up the Circle Tusk which is the closest, so book to the rock, drop down and enter the Circle Tusk. Set the co-ordinates and link out. _____________________________________________________________________________ "Follow the hand and investigate everything" 5. AMATERIA After circling Amateria you link into a sort of Gazebo as your starting point it's connected to another gazebo by a foot bridge. The 2nd gazebo has a Jnanin linking book in it and a bridge leading to a monolithic structure made up of long hexagonal stones. You're standing over water; to one side there's a rollercoaster like rail coming from a big bell shaped roof structure cutting through the gazebo and leading to a pier or dock. Wh