This latest walkthrough for Myst III: Exile also includes Easter Eggs for those who want to dig deeper!
May 7, 2001
Easter EggsEgg 1Next to Saavedro's hammock near the scales inside the main tusk in J'nanin, if you hold down the tilde key (~) and zoom in, you'll find a PEZ dispenser. The initials MEB are on it. These stand for Mike Brown (Exile's lead animator), who has a great collection of PEZ dispensers.Egg 21. Go to Edanna, the age with all the plants. 2. Go to the part near the bottom just before the two big blue onion-looking flowers. Go to the part with the stone steps just below the bouncing leaf elevator. 3. Turn right and you'll see a moth on the stone steps. 4. Do NOT touch the moth. If you do it will fly away. Press the tilde key(~) then click on the moth. 5. You should see faces of two cats on the moth's wings that belong to the lady who designed most of Edanna.Egg 31) Hold the ~ key and click the picture of Katran and Yeesha on Atrus' desk in Tomahana. It reveals the actors that play them in the game.2) After Saavedro does his "atrus is that you? not yet old friend" speech, zoom out from the window, hold the ~ key, and zoom in. You may need to do this a few times for it to work. It shows Brad Dourif checking his watch.3)On Edana, take the JumpingDragon down to the lower "onion" level, and look on the side of the steps leading to the Dragon. There is a moth. Hold ~ and click it. It reveals the cats that one of the texture people (i think) sneak into all Presto games.4)When Saavedro steals the book, and locks himself in the main horn, go up to the door he locked, and zoom in on it's windows with the ~ key held. It shows Bard Dourif having a headache or something.5) The PEZ machine, make sure you click to the bottom left of the hammock, and you are on the Elevator side of it.Egg 4This is the final egg in Myst III:Exile. Follow these instructions carefully.1. Start a new game and go into Atrus' study.2. Click on everything in the room that looks similar to a pepper shaker. You must do this or the egg won't work.3. Link to J'nanin.4. Use the light reflectors and reflect the light over to the green and red reflectors.5. Go over across the island to the green and red reflectors. Turn the green reflector so the light reflects to the red one. Go up the stone steps to the red reflector. Stay here, and don't move forward yet.6. The red reflector reflects the light in two different directions. Over to the yellow reflector, and onto a a big rock that's right in front of it (you should be facing this rock right now).7. Reflect the light onto the rock. Hold down the tilde key (~) and click forward once (toward the rock).8. If you did all of the steps correctly, you will see a projection of the face of a cat named Pepper. He belongs to one of the programmers. Good luck.WalkthroughMyst III: Exile - Walkthrough by Allia - v1.1 final========================Table of ContentsI. IntroductionII. Revision HistoryIII. WalkthroughA. "Tomahna"B. "J'nanin"C. "Voltaic"D. "Amateria"E. "Edanna"F. "Narayan"I. Introduction========================This is my first attempt at a walkthrough. Unfortunately I didn't have the timeto do subtle hints first, then detailed hints later. It's all detailed. Insertdisclaimer here about not responsible for typos, errors, or ommissions. yadayada yada. Originally it was just for a friend, but I've found gamefaqs.com souseful in the past I thought I would give something back.As with previous Myst games, hints can be found by relating sounds, shapes,colors, and sequences.About the interface, you have an almost totally free range of vision when youmove the mouse around. If you want to make your view stationary and move thehand icon independantly of your view, click the right mouse button once. Youwill need to do this to open the journals in your inventory below. Right-clickagain to resume free-look mode.II. Revision History========================v1.0 - 05.08.01 - Complete through introduction age, Tomahna, and first realage, J'nanin.v1.1 - 05.10.01 - All ages complete to end of game. Minor spelling and namecorrections.III. Walkthrough========================A. "Tomahna"_______________Just listen to Cathrine chatter about Atrus then head forward into the study.You can browse around Atrus' desk on the right. Read the letter there about"Nara padlocks". The linking book behind his desk is not functional.On the other side of the room is the Releeshahn book in a glass sphere. Walkover to it, inspect it, and Atrus will walk into the room. He will hand you ajournal of notes.Meet the freak, Saavedro. He will chuck a molotov cocktail type sphere at Atrusand make off with the Releeshahn book. Follow him with the linking book heleaves behind.B. "J'nanin"_______________When you first enter this age, you'll see Saavedro escaping around a corner. Nouse chasing him. He's locked himself in the tower in the middle of the island.Survey devices:Each device has a colored gem on top and 3 view portals. You can rotate them byclicking below the portal area. Connect the dots, lalalala!From the red survey device at the start, go left down the ladder and continue"west" to the yellow survey device. Look to the left of it for another device.Rotate the handle on this new device until the opening shines light. You wantto connect the survey devices with the beam of light starting from the firstyellow one. It connects around the island in a counter-clockwise direction.Yellow, blue, green, red, another yellow, purple, and another red.This will bring the light to a device pointed at a door and emit a rainbowspectrum. This we'll call the Rainbow Door as it will be referenced later.Spore Bridge:On the north side of the island, go down a spiraling walkway. Enter astained-glass building. Use a lever on the wall to open the iron grating. Nextroom, push button on left to open door to the freak's room on the right. Ignorethe freak's room for now. Continue forward and exit the other side of thestained-glass building.Outside, go to the left. Touch the plant on the right. Push the top of theplant on the left and a creature will emerge and feed off the plant to theright. Notice how the plant reacts when the creature chirps.Go back to the path intersection and continue forward to a ladder. Halfway up,get off to the left. "Tune" the huge plant here in the direction of the littlecreature until you can hear it the loudest. This will make the spores on thewall here swell up.Continue up the ladder to find the bridge the spores made.Freak's Room:Go back to the stained-glass building. Enter the freak's room via the middlepath inside. Get the journal on the hammock. Notice the drawings of gears atthe end of the journal.Walk behind the red elevator. Get inside and pull the lever on the right side.Take a ride up and get and earful from the freak. Press the green button to goback down. Get out of the elevator and pull the lever on the right side of itwhile standing outside. Crawl into the hole where the elevator was.Move the 4 gears on each side into the positions shown in the journal. Thefirst ahead, set the left weight all the way down. The middle and right weightshalf way down.Turn right. Set 2 of this gear's points with the coiled end pointing out, onepointing in. Rotate the gear by clicking in the upper middle area to access theother 2 ends.Turn right. Move the lever so it is touching the gear teeth on the bottom.Turn right. Rotate the left gear until the missing tooth is lined up with thegear on the right.Climb out of the hole. Pull the lever to get the elevator back. Get into theelevator and pull the lever. If you've set the gears correctly, the elevatorshould turn 180 degrees before going up. This will let you open the door intothe freak's inner lair.Freak's Inner Lair:Go around and pick up the journal on the floor. This will add 2 pages at thebeginning of the freak's journal you already have.Push the blue button next to the imager. This will open the 3 portals aroundthe room. Watch the freak rudely interrupt Atrus' speech and tease you about"finding the symbols".Go to the first portal behind you. The object is to line up the image with it'sidentical image somewhere on the island. The left lever zooms in and out. Theright lever focuses. You can grab and drag the view in the middle. Each symbolis on one of the giant tusks on the island in the dark windowed area. I'llrefer to the symbols as the circle, bird, and rabbit (it's probably a plant butthe Playboy Bunny profile came to mind first time I saw it.)When you line up the symbol correctly, note the dots around each portal. Theirpositions corresond to the dialing locks inside each tusk. I'll call theouter-most dot #1 and the inner-most dot #4 and reference their postion as theywould be on a compass.Circle: #1-NNW, #2-ESE, #3-SSE, #4-WBird: #1-NNW, #2-WSW, #3-S, #4-SWRabbit: #1-SSW, #2-W, #3-S, #4-ECircle Tusk:The circle tusk is near the beginning of the Age at the first red surveydevice. Go past the tusk and down the ladder to the right. The object here isto use the two levers to tilt and roll the barrel back behind the ladder. Onceyou succeed in doing this, don't forget to leave the ladder straight so you canclimb down it.Go up the ladder and down into the hole a few steps in front of you. Open thedoor at the end of the walkway and head back to the two levers. Now you need totilt and roll the barrel to the other end to fill the hole inside the room.Again, remember to leave the ladder straight after you succeed.Go back up the ladder and down the hole again. Go into the room and postion thedots as stated in the Freak's Inner Lair section. Press the center button. Downcomes the linking book for the Amateria Age.Bird Tusk:The bird tusk is where you made the spore bridge. Again, follow the appropriatedot pattern given in the Freak's Inner Lair section. Press the center button.Down comes the linking book for the Edanna Age.Rabbit Tusk:The rabbit tusk is at the Rainbow Door. Remember the sequence in which thelight hits each survey device and each survey devices color. Press the buttonsabove the door in that order. Yellow, blue, green, red, another yellow, purple,and another red. Again, follow the appropriate dot pattern given in the Freak'sInner Lair section. Press the center button. Down comes the linking book forthe Voltaic Age.C. "Voltaic"_______________Here you will find a vault door in a stone building and a metal spherecontaining the linking book for J'nanin. From the start, turn around and followthe path into the island. Once inside the rocks, find a path to the right.Follow this to an intersection, picking up a few more pages of the freak'sjournal along the way. Ignore the door on the left. It can only be opened fromthe other side.Turn right down the blue path. Halfway, picture on right wall showing symbolsconnected with dotted lines. Climb up ladder on left. Turn valve wheel to opendam. Climb back down.Turn left, go to end of corridor. Another vault door. Go down ladder to theright. Press red button to open door. Walk through and crank handle. This jacksup the hydrolic arm. Climb up and go back to the ladder leading to the dam. Onestep towards airlock at end of corridor, look left. Click to extend turbinefins. Now notice two symbols are now lit up on the wall.You can now go back down the corridor and open the airlock. Climb down theladder inside, press the button on the imager to hear Saavedro talk about thehorrors Atrus' sons put his people through. Turn around and go to the end ofthis long hall.It opens into a large room with a huge cylindar in the middle. This is wherepower is directed throughout the island. But the power lines on the sides of itneed to be reconnected properly. Go down the ladder and inspect the wall of thecylindar. Move the upper row twice to the right. Move the middle row once tothe right. Move the bottom row five times to the right. Find some more journalpages on the other side of the cylindar.Head back all the way outside to the long path where you started this age.Follow the long path into the island. Ignore the elevator on the right andcontinue to the end of the path, go down the ladder. See huge airship on theleft and huge gear on the right. Follow through the doorway.Lever on floor, gauge, 4 wheels. Wheels turn right on, left off. 4th wheelwon't turn.Behind the wall where the lever is, valve wheel that won't stay open.Climb up ladder next to this wheel. Get more pages for Saaderov's journal.Click on the protruding sphere on the wall. It will rotate to reveal a newpath. Go through and across a long, spine-like walkway.At the end is another sphere. Click to open the hatch. Walk inside. 3 stepsforward there is a hatch in the floor. Click to open it. Climb down.Ahead is the door that you could not open from the other side. Behind is acylindar with a red lever on the bottom right. Grab and move this lever upwardsto move a gear on far back wall. This will clear the lava from the room belowyou.Climb down the ladder and press the button to open the door to the lava room.Inside, move the lever down once, then left, then down again. Go forward andpress the button. Go back to the controls. Move the lever up, to the right,then up again. Exit the room and go back up the ladder. Move the lever down sothat the lava rises again.Head back up, across the spine-walkway, and down to the valve wheels near theairship.Close all three valves here. Pull the lever to your left forward. This willraise you up one level. Close three of the valves so the needle gets in thered zone. Now pull the lever forward again, taking you to the top level. closeone of the valves, then pull the lever backward, taking you back to the secondlevel. Open one of the valves you previously closed. Pull the lever backward totake you to the first level. Open the far left three valves (you cant turn theright one, and don't need to), which should bring the needle right onto the redline. Go to where the ladder on the left is, and turn the valve wheel there tofill the airship.Now head back up the ladder and over to the elevator we ignored the first time.Head down and pull the lever and the end of the walkway. This will open theiris shutter and allow the airship through.Hop inside the airship, make sure your seat is in the upright and lockedposition, your food tray is secured, and pull the lever on the dashboard. Thankyou for flying Atrus Airlines.At the end of the line, get off to the left, pull the lever at the end of thepath. Get back into the airship, pull the lever on the dashboard again.Get off to the right, open the vault door. Climb down, turn the valve on thefloor. Receive the symbol of Voltaic. Open the green shutters to reveal thelinking book for J'nanin. Head back and place the symbol on the imager.D. "Amateria"_______________Go straight ahead from the start. You'll pass the J'nanin linking book on theright. Go all the way to the end, down a flight of stone steps. At anintersection, turn right and go up the red elevator. You'll find some journalpages behind you. Go back down, turn right and continue down the path.You'll come to a radiant green pool. Enter the hut on the other side. Put 2brown parts and 1 black part from the bench onto the sphere. Go back out to theset of controls. Pull the lever on the far left to raise yourself up. Slide thetop lever so the gear on the hut moves to the far left. Pull the lever on theright. A ball will roll across the hut and continue out of sight. The controlpanel will close and you will see a vision of the rails near the start of thelevel. Note the pattern of hexagons on the control panel lid.Pull the lever on the left to lower yourself down and head all the way back tothe start.Continue past the start point, through the giant crystals, until you come toanother house. Halfway around the house, turn right into an opening between thestone columns. Go through the gate and grab the journal pages on the right.Pull the left lever at the controls to raise yourself up. On the left dial,place a peg in the upper hole and upper right hole. On the right dial, place apeg in the upper left hole. Press the lever below the dials.After the control panel closes, lower yourself back down and head back out tothe house.Turn right and continue around the house to a series of curving walkways withshimmering portals. Next to each portal on a post is a dial, which lookssomething like this:BA ^ C||DEWalk to the center hut, then towards the house. Climb down to the right, walkinto a cave, past a painting. Climb up the ladder to the left. Go to thecontrol panel, pick up the journal pages on the ground to the right, pull thelever on the left to raise yourself up. This will give you a view of thecurving walkways and shimmering portals, which are diagramed below.32 41 0 50 is the junction where all the walkways intersect. Set each portal dial asfollows:1-B, 2-D, 3-A, 4-C, 5-EThen back at the control panel, raise yourself up and pull the other lever torelease a ball.Pull the left lever to lower yourself back down. Go back to the ladder anddown, head back to the start of the age.To get to the end of this age, you need to input the hexagon patterns into thepanels at the start of the age. They are as follows:X = pressedX O XO O O O O X X O O X X OX X X X O O O X OX O O X X O X X X O O XX X XOpen the hatch and enter the house. Go up the stairs, click on the chair, havea seat. Watch Saavedro rage on the imager. Pull the ejection handle above yourhead.On this control panel, numbering the circles as follows:1 2 34 5 67 8 9press these in this order: 2, 3, 5, 5, 7, 8, 9. Turn around, press the bluebutton on the ceiling. Be the ball. Nananananana!You get the symbol for Amateria, step down and use the J'nanin linking book.Place the symbol on the imager.E. "Edanna"_______________Head down the path into the tree. Walk up the spiraled stem. Walk towards theopening in the tree with the view of the ocean. A bird will come flying in andland in its nest. Continue down the path to its end.Press the button next to the palm fronds on the right. They will move to revealthe J'nanin linking book. This will also allow the sun to shine on the plantbehind you. Go to this plant and aim it at the sphere to the right of thespiraled stem. It will explode and water the stem. Go back to the stem and walkdown it.Turn right and go down the angled path past the stingray creature. Downfurther, press the button on the plant to the right. This will suck thestingray down into the plant. Pick up some pages on the left and continue downthe path.At the bottom, turn right and cross the bridge. At the end of the path, pullthe vine to make a bridge. Grab the blue vine on the bridge. Turn around andclick to swing up onto the ledge with the white dome. Crank the dome up in theair, click the pink fruit bush to shake a piece free. Click the fruit when it'son the ground to roll it out from under the dome's landing area. Walk past thecrank to slide back down. Go back to the dome trap. Pull the handle on the sideof the ledge to drop the trap. It will miss the creature, making it run off.During its escape, its noises will cause the spores in the first bridge toexplode and collapse it. Grab the blue vine again and swing through the voidwhere bridge once crossed.***************Head down to the bottom of this path. You'll find the bird trapped in a planton the left. Turn right and head outside. This will curve around to the left,back into the tree. Click the plant near the painting on the wall to bring thestingray down into it.Follow path to the right from the painting. Go to the lily flower at the veryend. Aim it at the far left lily flower. Go to this other flower and aim it atthe leaf bridge on the left to extend it. Go back to the painting and followthe left path down this time.Find another plant on the right near the bottom. Click it to bring the stingraydown to here. Continue around this plant and across the leaf bridge. You'llfind a sunflower plant aimed at the plant with the stingray. Go to the lilyflower above and aim it at the sunflower.Go all the way back to the first lily flower you aimed. Aim it at the lilyflower just to the right of the currently targeted one. The plant holding thestingray will explode and free the bird. Re-target the far left lily beforeleaving here.Head back up towards the sunflower (not lily) that just destroyed the plant. 2steps before reaching the ledge where the sunflower is, turn left and head intothe darkness there. This was the hardest path to find in this age.At the bottom, look for your hand icon to change to a vine icon when you passit over the open sky area to your left. Click to drop down a level in the tree.Go down this new path to a large blue plant.Follow this path to the end where a lily flower is. Aim it at the top of theblue plant. Go back down and turn right towards the plant with flies buzzingaround it. Go to the right of this plant, click the plant at the end of thepath to make it cover the sunshine. Go back around the opposite side of theplant all the way to its base. Click the pod on the ground.Enter the blue vine behind you. Pick up the journal pages and continue to theend. Inside the plant, turn around and touch the blue stem in the middle. Takeflight to the nest.Click on the open space where you see the spiraled stem in the distance toslide down and obtain the symbol for this age. Go forward and return via theJ'nanin linking book. Place the symbol on the imager.F. "Narayan"_______________Welcome to Saavedro's home world. Notice the symbols on the walls to yourright.Go forward and right up the stairs. Meet Saavedro face to face. Flip the switchon the right after he leaves to turn on the power. Go back downstairs. Turn thehandle between the two spheres so its facing the left one. Click on the leftsphere to open it.You need to create symbols by clicking on the individual lines in this puzzle.Atrus' journal has the following set of words in bold.energy powers future motion put in top set of circlesdynamic forces spur change put in bottom right setnature encourages mutual dependance put in bottom left setThese need to be created according to the symbols that represent each word onthe walls. Create them starting with the first word in the top circle andcontinue in a clockwise direction. When you complete a set of four wordscorrectly, they will all change white.When all 3 sets are complete, go through the door where the forcefielddisappeared. Go down the stairs and find the symbols for the following set ofwords.balanced systems stimulate civilizationsTake the Tomahna linking book on the left, but don't use it. Upstairs, turn thehandle between the two spheres so its facing the right one. Create the new setof symbols. The outer forcefield disappears.Saavedro will come downstairs and ponder the current situation. He goes outsideand offers you Releeshahn in exchange for turning the handle between thespheres. Instead, go upstairs and turn off the power. Back downstairs, talk toSaavedro through the gate and he will give you Releeshahn. Turn the handlebetween the spheres and restore the power upstairs. Saavedro rides off into thesunset. Now use the Tomahna linking book to return to Atrus and Catherine. GameOver.Note: If you want to see some of the alternate bad endings, just deviate fromthe last outlined paragraph by like using the Tomahna linking book early orswitching the forcefield handle before getting Releeshahn.==================== This document Copyright 2001 Allia ====================If you're gonna share this on any other sites, just give credit where credit isdue by leaving this statement in.