Myst III: Exile

by GameBoomers about 75 minutes to read


MYST III: EXILE

Walkthrough by Witchen
=O)

May
2001

Version 1.2a

Table of
Contents

Chapter
One – Tomahna

Chapter
Two – J’nanin

1.
The Wheel Puzzle

2.
The Garden House

3.
The Elevator Puzzle

4.
Voltaic Code

5.
Amateria Code

6.
Edanna Code

7.
The Rainbow Prism Puzzle

Chapter
Three – Voltaic

1.
The Water Wheel Puzzle

2.
The Circuit Cylinder Puzzle

3.
The Molten Lava Puzzle

4.
The Air Ship Valve Puzzle

Chapter
Four – Edanna

1.
The Squee Puzzle

2.
The Venus Fly Trap – Bird Puzzle

3.
The Purple Pod Puzzle

Chapter
Five – Amateria

1.
The Weight and Fulcrum Puzzle

2.
The Sonic Ring Puzzle

3.
The Pagoda Pinball Puzzle

4.
The Central Tower Bridge Puzzle

5.
The Central Tower Turntable Puzzle

Chapter
Six – Narayan

1.
The Age Symbols Puzzle

End Game
Scenarios

 
 

Chapter One –
Tomahna

The Sun Room and Study

The game opens for you at Tomahna, high in the
desert mountains. This is the residence Atrus has built for his new beginning
with Catherine after he rescued her from the evil treachery of Gehn in Riven:
The Sequel to MYST.

Catherine welcomes you with new baby daughter,
Yeesha, in the Sun Room outside Atrus’ study. She explains that Atrus will greet
you shortly. He is busy checking the house over before they all leave on a
vacation to visit the Releeshan Age, where the survivors of the ancient D’ni
civilization now live. Atrus is worried about the house being secure in their
absence, due to recent suspicious circumstances.

When Catherine moves to the left side of the
screen and sits on a garden bench to play with baby Yeesha, enter the blue glass
door of the Study. There are two doors. Your entry is on the left
side.

Once inside the room, pan right and walk behind
Atrus desk. You will see a leather bound book on an elaborate stand. Click on
it. The D’ni emblem on the book’s cover just may look familiar. It’s the number
five (5). It’s the book for Gehn’s Fifth Age. Open it to see the flaming
holocaust left behind when Gehn’s fragile work was demolished.

Leave the book and swing left to see
interesting but nonfunctional items on the shelf. Pan down left to the top of
Atrus’ desk. Read the message to Tamon from Atrus. Atrus is definitely worried
about security at Tomahna. It appears some nefarious soul is sneaking into the
Study and is reading Atrus’ journals. You will also get a very brief history
lesson involving MYST and Atrus’ heinously wicked sons, Sirrus and
Achenar.

After examining all the other inactive items on
Atrus’ desk, look up and walk forward toward the encircled globe, encased on a
bronze pedestal, across the room. Note the flaming red/orange gem suspended from
the right side of the frame work. It’s a D’ni fire marble, a source of light and
great energy.

Click once on the glass globe to view the
Releeshan book. It is securely locked. Click again to be greeted by Atrus, who
apologizes for keeping you waiting. Atrus will give you his most recent journal
concerning the Releeshan Age. Then, he starts over toward his desk to get the
key for the Releesahn book in the glass case.

At this moment, you are suddenly interrupted by
the visitation of a wild looking, apparent mad man. He grabs the fire marble and
throws it, starting a fire in the draperies near Atrus’ desk. The glass dome
breaks. You see the usurper take the prized Releeshan linking book, use his own
linking book to dematerialize, and he is gone. The thief’s book drops to the
floor with a thud. And, whether you like it or not, you are going in after this
strange creature.

 
 

Chapter Two –
J’nanin: The Learning Age

J’nanin is a barren island, or so it appears.
It has a fresh water lake in the middle, at the bottom of a deep chasm. There
are pathways,  ladders and stairways all over the island. This island age
will be a  learning experience for you. You need to find Atrus’ linking
books  and learn their use.  First you need to find the thief and find
out what he is up to.

This ragged larcenist has ducked around the
rocks up a pathway to your right. Go forward twice. Pan to your right to see a
metal ladder going up the side of the cliff. Climb it. At the top, pan down and
cross the walkway to the thief’s destination. It looks like an observatory of
some sort. Go to the door and click on it. Through the portal, you can will see
the thief pacing about holding the Releeshan book. Try the door. You can’t enter
yet.

Turn around and pan down to see that this
observatory building appears to be built on a rock projection in the middle of
the island’s fresh water lake. Go back across the walkway and climb down to the
middle level, where you entered the J’nanin age. Don’t continue down to the
beach yet. Instead, turn left along the short walkway and examine the pedestal
with a reflector apparatus. Notice the red fire marble on top.

Turn it by clicking on the lower, circular
handle. There are three positions. Through this reflector, you will sequentially
see water, nothing, and a view of a similar reflector some distance away. The
other one has a purple fire marble gracing it’s top. Back out of the view and go
forward right of the pedestal toward the huge ivory tusk looking structure out
beside the sea. Notice that odd looking black and gold motif at the base of the
tusk. Go forward, see a hole, or well, ahead of you carved into the rock to your
left. Turn toward it.

Click forward
and go down the ladder. Pan up and turn 180 degrees to see that you are in a
cave near the water line. Ahead of you is a door. But, there’s a strange,
elaborately decorated, wheel obstructing your path to the door. You can’t get
over it, around it, or under it.

Pan left toward the ocean. If you look
carefully, you’ll see what appears to be a turquoise colored man-made pillar out
there. And, just to the left of it, you can barely make out another ladder on
the cliff side. That looks like our next destination. You will see the top of
the cave ladder just to the right of the cliff’s edge. Go forward and climb down
the ladder. Pan up and right to stand before the pillar you saw from the other
side. Click on the left lever to see what happens to that wheel you encountered
on the walkway.

 

The Wheel
Puzzle

To move the wheel out of the way so you can
access the door in the base of the tusk:


  • click the left lever once
  • click the right lever once
  • click the left lever once
  • click the right lever once


Climb back up the ladder. Go left and back
down the hole to the walkway. You will see the wheel resting harmlessly against
the cave wall. Turn around. Go to the door and open it. This is the Amateria
linking book room. The thief has apparently destroyed the room, making it
impossible for you to get across to the other side. Oh well, you have plenty of
other things to do here in J’nanin. Let’s leave this place for now and explore
the island. Take time here to read Atrus’ journal appearing below your playing
screen.

 

Atrus Journal – Commentary on
Releeshan:

Atrus decides not to rebuild the
D’ni civilization. But, rather to carry it’s survivors forward into a newly
written age, “…in which the natural equilibrium of the world serves as a
counterpoint to the upheaval of civilization.” He considers making Nature the
foundation of the new age. He contemplates, “…nature encourages mutual
dependence.”

Atrus muses that Nature would be a
safer foundation than Energy, which is forward moving and harder to control.
Finally he decides he must include all three concepts under consideration for
the new age in order to maintain a balance. …” balanced systems stimulate
civilizations.”


When you have finished reading Atrus
journal, turn around and go back up the ladder. Go back across the walkway to
the reflector with the red fire marble, below the observatory. (It should be to
your right.) Continue twice to the short walkway you see ahead. Turn left and
pan down to see another ladder leading down to the sandy beach below.

Go down the ladder and turn right. Keep going
along the beach until you come to a second reflector pedestal with a yellow fire
marble. Look through the viewer to see an interesting edifice in the ocean. Turn
the viewer again to see an identical pedestal with a blue fire marble.
Interesting.

Turn to your left and go out on the rocky point
to turn the wheel on the pillar jutting out of the rock there. Note that turning
the wheel rotates the dome on the off shore structure and eventually opens it.
Reflected sunlight is beamed to the booster projector to the left of the
pillar.

Leave the area and return to the yellow
reflector pedestal. If you turn it again, you will see that the reflected light,
projected by the off shore dome, now shines on either the base of another tusk
structure, or on a rock area to screen right.

Turn left and proceed until you come across a
pedestal with no reflector on top. Obviously, its broken. Could the thief be
responsible for this destruction, as well as that seen in the linking room?
Remember where the broken pedestal is. Go forward on the left side of the pole
four times. Turn right and descend the rock stairs through an area where the
wind whistles and reverberates along the canyon walls.

Follow the spiral staircase on down through the
wind tunnel and to the water. There, you will see a bridge leading to a lovely
little garden house.

 

The Garden
House

Go across the bridge and open the garden house
door. Step inside. Pan down and pull the lever on the column to the left. When
the gate opens, go forward into a small circular area. Pan down left to see
another column with a large round button on it. Push it. When the gate behind
you lowers, go forward into the living quarters of the thief, which is on the
bottom floor of the observatory.

Go right and look at the little stickman mobile
on the rock table beside the hammock. Hmm. Could that be Atrus and his two
infamous sons hung in effigy there?

Turn left to see the animal hide hammock and
pick up a journal laying inside the hammock. Read it all now. It is necessary to
fill in the back story for you.

 

Saavedro’s
Journal:

Saavedro’s journal reveals his
twisted, vengeful stalking of Atrus to seek justice for the death of his wife,
Tamra, his two small daughters, and the people of Narayan, which was his home.
He finds after a time, that Sirrus and Achenar, Atrus’ sons, aren’t with him
there at Tomahna. Remember that Saavedro’s understanding is incomplete in
addition to being deranged. He doesn’t have Atrus’ latest journal. You
do.

Look at the symbols in some of the journals
pages in the upper right corner. You will notice that some of the strange
Narayan numbers are missing and/or are out of sequence. Take note of the fact.
Also take a good look at the drawings. Saavedro is quite the artist and you
will need both his art work and his ranting as time goes along.

Turn around and go up the stairs across the
room, in front of the platform. Look on your left at the unfinished portrait
Saavedro has been drawing. Obviously a beautiful woman. But, she has no eyes.
Is this Tamra? Did Saavedro leave her blinded so she couldn’t see the ruins of
Narayan. Or does he not want her to see the state that he is in and what he is
up to?

Go forward, right and forward to stand at the
desk. Examine the scales, the mortar and pestle, and other items. To the left
of the desk, notice what appears to be a creature, or plant, in a shell. The
device in the center of the desk is a battery. Turn the crank at the left.
Click on the wires in the center to disengage them. Note that the plant
creature extends a tentacle or root arm, into the gap between the wires. Turn
the crank again to reveal that this is an exotic Venus Fly Trap variety of
plant.

Look at the scales on the right again. Note
that one side carries four greenish blue crystal balls and the other side
carries a single, dark brown metal ball. Yet the scales are perfectly
balanced.

Walk left to the stone table beside the
hammock. Note that the scales there are also perfectly balanced. Yet the right
side appears to hold four brown (wooden?) balls and the left side holds a
single blue green crystal.

Could the different weights of these three
materials contain the answer to the perfect balance? Or, maybe it has to do
with the fulcrum’s position, as in the mobile on the other side of the
hammock. Go examine the mobile again and remember this exercise with the
varying weights of different materials. You will need it later.

Go over to the round contraption in the
corner of the room. It’s an elevator. Let’s see if you can get at the thief
this way. Go around to the back of the elevator and click on the door handle
to enter. Inside, turn right and click on either lever you see. The elevator
will rise.

In a cutscene, you will see the thief secure
the Releeshan book in a cage like contraption and send it down into a pit of
some sort, where you can’t see it. You will not be able to gain access to it.
At least, not for the foreseeable future. Exit this view and turn around. Try
to open the door. No go. Something else needs to be done here.

Look out the window. See the off shore light
dome and the bigger, booster projector you set up earlier?  Could it be
that the appropriate arrangement of the various fire marble reflectors might
shine the reflected lights of all the fire marble colors on the door and cause
it, or a tusk door, to open? The alignment of the observatory door and the
tusk doors provokes much further investigation.

For now, let’s go back down in the elevator.
Close the door. Turn left and push the green button to return to the main
floor. Step out of the elevator and turn extreme left. See the levers that
work the elevator mounted on the wall? Pull the levers. The elevator will rise
to the top floor again. When you regain the cursor, pan down. See the area
under the elevator?

Climb down there and examine the elevator’s
various mechanisms.  Saavedro has been destroying the works here also.
Look at the diagrams in his journal to help solve these
puzzles.


The
Elevator Puzzle

1. Weights (starting left to
right)


  • click the left weight twice
  • leave the center weight alone
  • click the right weight twice
  • 2. Crank
      Flip the screw bolts by clicking in the
      center as follows:

    • Flip the first two bolts so their threaded
      ends are pointing left

    • Leave the third one alone. Don’t move it.
      But, leave it positioned where you can see it through the
      opening.
    3.
    Switch


    • Just pull the rod toward you.
    4. Gears

    • Turn the gears until the tooth on the
      lower gear and the hole on the upper gear line up.



    Climb out of the pit under the elevator and
    use the wall switch to call the elevator. Climb aboard and rise to the top.
    Click the door handle and watch the cutscene where Saavedro uses a linking book
    to quickly escape your intrusion. The cage spins out of sight down below.Turn
    right and open the elevator door. Step out of the elevator.

    Turn right around the balcony and pick up more
    pages from Saavedro’s journal on the floor near the wall. Continue around the
    edge until you are at the spot where Saavedro was standing. See the blue button
    on your left there, above the cage? Press it to see an opening of colored lights
    from the half domes on the walls. This is followed by a cutscene of a message
    from Atrus to his sons, which has been contaminated and claimed as his own forum
    by Saavedro.

    Saavedro admonishes you to find three important
    symbols that will allow you to access the cage and the Releeshan linking book.
    After the cutscene, go look through the viewers.

    Look through the viewer closest to where you
    are standing, to the right of the blue button pedestal. You will see the symbol
    for the Voltaic Age. You need to align the symbol with its mate on the tusk
    structure for the Voltaic Age.

    Put the hand cursor on the view screen and move
    it up and right until you can see the Voltaic symbol on the tusk above the
    canopied door. Using the left handle to zoom in and out, and the right handle
    for focus, align the four tiny marbles around the edge to establish the etched
    symbol precisely over its counterpart on the tusk. When you get it right, the
    four marbles around the viewer must be positioned as follows:

    Voltaic
    Code


    • outer marble is about half way between the
      6 o’clock and the 7:30 marks on the rim.

    • the second marble (working to center) is
      at the 9 o’clock position.

    • the third marble is at the 6 o’clock
      position.

    • the inner marble is at the 3 o’clock
      position.


    Be sure to make a note of the positioning
    of the marbles. This is the first of the three puzzles you must solve and these
    marble codes are critical to your progression in the game.

    When you have completed the Voltaic viewer,
    move to your left and pull the lever on the right side of the elevator,sending
    it back down to ground level. Continue moving left to the Amateria viewer and
    repeat the process you used with the Voltaic viewer. When you have completed the
    code identification process here and noted the position of the four marbles,
    i.e., captured the second code, move to the third and last, Edanna, viewer and
    finish the final code identification.

    Amateria
    Code


    • outer marble between 10:30 and 12
      o’clock.

    • second marble between 3 o’clock and
      4:30.

    • third marble at 6 o’clock.
    • inner marble at 9 o’clock.

    Edanna
    Code


    • outer marble between 10:30 and 12
      o’clock.

    • second marble between 7:30 and 9
      o’clock.

    • third marble at 6 o’clock.
    • inner marble at 7 o’clock
    Return to the elevator and
    open the door. Cross over to the outer door and click on the bolts on the left
    door jamb to release them. Click on the door handle to open the outer door and
    walk out on the high walkway. Looks familiar doesn’t it? It’s just been quite a
    long time since the first time you stood here to watch Saavedro pace about
    inside the observatory.

    Go to the end of the walkway and go down the
    ladder to the walkway below and then on to the beach. Walk to your right until
    you come to the lighted yellow reflector pedestal.

    Rainbow Prism
    Puzzle

    Note: The process of setting up the reflected
    light system to establish a prism color array at the Voltaic tusk would have
    been much simpler for you if Saavedro had not broken one of the
    reflectors.

    It’s important here for you to write down the
    color order of the reflector pedestals as you visit each one and
    establish their settings.

     


    • At the yellow reflector, set it so you can
      see the blue pedestal nearby.

    • Walk to the blue reflector, off to the
      right. You will see the ladder up on the rocks. Turn the blue reflector one
      time and direct the light to the green reflector across the chasm.

    • Go back down to the beach path and go left
      along the edge of the island. Cross the stepping stones and go up the stone
      slab past the purple reflector and down some steps. Go over two walkways
      together and climb rock steps to the left on the other side. Continue up to
      get to the green projector. Turn it once and check to see the red reflector
      right across from where you are standing.

    • Go to the red reflector. Turn it two times
      toward a yellow reflector clear across the chasm again. Go back down, across
      the two walkways and climb up the rocks to the fork in the stairs. Go left.
      Climb up to the second yellow reflector. Turn it two times to reflect the
      light to the receiving purple projector.

    • Go down to the fork in the steps. Turn to
      the left and go up to the purple reflector. Turn it once. This will send the
      light beam to the red projector at just the point where you entered J’nanin
      and began to chase the elusive thief, Saavedro.

    • Go down the rock slab and cross under the
      walkway on the stones. Go right and use the rock ladder. Once back on top, go
      right to the red reflector. Turn it once. Look through the viewer on the left
      side to see the beam finally has come to rest on the prism device established
      in front of the entry to the Voltaic tusk.

    • Go back down to the beach. Go right and
      forward up the path until you reach the stairs. Go down a few steps to the
      fork and then go up left to the plateau of the Voltaic tusk.

    • Look at the array of lights created by the
      prism device. There are all the colors you visited. Do you recall all the
      colors in order? If you didn’t write them down, the proper order
      is:

      yellow

      blue
      green
      red
      yellow
      purple
      red


    The door to the Voltaic tusk will open.
    Inside, look up and you will see the suspended cage with the Voltaic lining book
    tucked away safely inside. Pan down and press the button on the column in front
    of you.  Did you write down the marble code from the viewer exercise in the
    top of the observatory? The solution is a page or two back, if you didn’t. Once
    you place the marbles correctly, press the middle button. The cage will descend
    with the Voltaic linking book. Click on it to open it and click on the picture
    to be transported to the beautiful and mysterious Voltaic Age.


     
     

    Chapter Three –
    The Voltaic Age: Age of Energy

    Where the J’nanin Age symbolized a learning of
    lessons, the Voltaic Age is one of the three element ages revealed at J’nanin in
    Atrus’ journal. The other two are Amateria: The Age of Dynamic Forces. And,
    Edanna: The Nature Age. Here in Voltaic you must find its symbol (and various
    scattered journal pages left behind by Saavedro) and return the symbol to
    J’nanin.

    When you arrive in the Voltaic Age, you are
    facing a small circular rock building set atop a little island. Go forward and
    left along the walkway. Turn right to see the hatch of what appears to house
    some sort of power supply, maybe. Try the hatch lock with no luck. Turn left to
    see a winged metal object (modern sculpture?) in a small side area. Go to it and
    open it. This winged sculpture houses your ticket back to J’nanin. It’s the
    J’nanin linking book. At least you know you can get back there at any time you
    want to.

    Go back to the little circular intersection and
    go right out to the pier. Look back over your head to the route of the main
    power cable and examine the various structures apparently created to generate
    electromagnetic power. In addition to finding the proper symbol and more journal
    pages, it appears that you will need to establish a functional power source on
    this island. Or, perhaps in order to find that precious symbol, reestablishing
    power is the requisite task.

    Go back to the little intersection, around the
    building to the right and across the walkway to the cliff side. Enter the chasm
    of the main island.

    When you pass through the cliff side, keep
    going on down the walkway to briefly explore the chasm and the various
    structures erected in it. The whole scenario will make more sense to you if you
    do this first.

    Walk along to the tube like structure you see
    on the right. Walk past it to the intersection and go right. Follow the
    semicircular path to end up facing a small metal elevator, housed inside of the
    tube. Turn around and try the lever on your left. But, you will find that the
    elevator is not functional yet either. Step back out and look down to view some
    of the various levels and walkway erected here. Go left again to the
    intersection where you came down to the elevator. Go right. Look at the huge
    round wheel mechanism to the right of the walkway and the scaffolding suspended
    across the top of the chasm. Could that be some kind of track? Turn back left
    and walk along past the big wheel. Look right to see what appears to be an air
    ship.

    Look at the walkway off to the right. Go down
    the ladder, across the walkway to another cylindrical platform. These are the
    controls for the air needed to inflate the air ship. But, there’s no power here
    yet to do that. Turn around and go forward to see that the walkway has suffered
    greatly under the hands of Saavedro. You can’t get out there.

    Go back up the walkway past the big wheel and
    climb the ladder to get back on top where you started. There is much to see and
    there are many levels to explore.

    Remember that passageway off to the right you
    passed on your way into the chasm area? Let’s take a look down there now. Go
    back past the elevator to the big crack in the canyon wall. As you approach the
    exit, that leads back to the little island, turn left and enter the copper
    colored, lighted tunnel. As you follow the walkway, keep an eye out for more
    pages from Saavedro’s journal.

    When you reach the intersection you will see a
    door (metal hatch) off to your left. Go forward and open the hatch using the red
    handle. Go forward to the view window to see the various mechanisms required to
    inflate the air ship with hot air. Notice how hot it is in here.

    You can check out the red knobbed control
    handle on the pedestal in front of you, and move the mechanisms around a bit.
    You might note that the center of this pedestal has been jammed with some sort
    of pin. Saavedro’s work again, no doubt.

    Turn around, and walk around the ladder to go
    down under the control room. Walk forward and open the viewer to see that this
    chamber contains molten lava. This has to be where the hot air comes from for
    the air ship.

    Go back up into the control room and go forward
    once toward the window. Look up. This must be a ventilator shaft to direct the
    hot air to the air ship. Let’s save investigation of the ventilation system
    until we’ve checked out another area and maybe start to get a few things
    accomplished here.

    Leave the
    control room, using the red handled door. Walk forward and take the new route
    down the blue tunnel.

     

    The Water Wheel
    Puzzle

    This new path leads to the main power plant.
    Just before you go up the steps, in the lighted rock chamber, turn right and
    look at the green diagram on the tunnel wall. The symbols represent various
    places, or structures, in the Voltaic Age. The black lines between the symbols
    will be lighted if/when power is flowing as it should. As you can see, there is
    no power.


    • the top symbol is the little
      island.

    • the three in the middle, left to right, are
      the water wheel, the electromagnetic chamber, and the walkway
      elevator.

    • the lowest symbol represents the
      magnet.
    You can make a note
    of the symbols and their use if you like. But its not really
    necessary.

    Turn left and walk ahead to the circular metal
    hatch. You should be hearing a lot of rapidly moving water by now. The hatch
    won’t open until power is restored. But, note this one’s similarity to the one
    on the little island where you came in.

    Turn to you right and look down. There’s the
    waterfall you’ve been listening to; the source for generation of this age’s
    electric power.

    There’s a gate right behind that copper colored
    tube with the ladder. Go look. The tube is full of water, but obviously the
    ladder indicates that this circumstance can be changed.

    Turn to the right and go back down the tunnel to the small
    intersection at the base of the steps. Turn right and climb the ladder. You are
    in the control room for the power station. Pan down to see that one of the
    control wheels have been severely damaged and is inoperable. Saavedro has been
    here too.

    The red wheel on the right controls the gate,
    however. So you can control the gate’s operation. Turn the wheel. Water will be
    admitted to the water wheel area. The water wheel is that huge, 
    horizontally seated cylinder you are looking at. The broken control wheel
    manipulates the inner workings of the water wheel. We’ll take care of that in a
    few minutes.

    Leave the control room and turn left. Go back
    over to the area where you saw the waterfall. Wow, what a drastic change in the
    view! The sluice gate is now in a totally different position and water has been
    directed under the wheel. Go down that ladder you saw in the tube earlier. (If
    there’s still water in the tube, go back up to the control room and turn the
    wheel again.)

    At the bottom of the ladder, turn around and
    press the big red button. You are looking at a huge gear assembly. The gear must
    be used with the water wheel gear, to turn it. This action produces electricity
    for the entire island. Click on the crank on the left side of the gear to
    reengage it. Saavedro has released it so it doesn’t work. When it is raised into
    place again, climb back up the ladder.

    Go back down the tunnel. Stop just before you
    get to the stairs and turn right. You should see a broken window in the view
    port, with some sort of mechanism visible beyond it. This is the paddle device
    for the water wheel. Click on it. The paddles will engage and start to move.
    This is the manual way to get around the fact that Saavedro sabotaged the second
    wheel in the control room.

    The power is now on from the water wheel to the
    electromagnetic chamber. Note that the tunnel begins to shudder with the turning
    of the waterwheel. Turn left and go down the steps. Turn left again to look at
    the diagram and see that the power line between the water wheel and the chamber
    is lit.

    Go back up the stairs and down the vibrating
    tunnel. Look down to see a view of the water wheel turning under the platform.
    And, the circular top of the gear is turning at your feet, right in front of the
    chamber hatch. You will see that the green entry light is now lit. Open the
    hatch. Go down the ladder to find yourself in another chamber. Turn to the right
    and click on the viewer controls (the black portal) to see another cut scene of
    Saavedro blaming Atrus for not better supervising his errant sons, Sirrus and
    Achenar. Turn right after the cutscene and go on down the tunnel with the off
    set stepping stones.

    The
    Circuit Cylinder Puzzle

    At the end of this tunnel, you will enter
    another large area with a huge, squatting cylinder in the center. Proceed down
    the ladder and look up to see the D’ni number 1 on the panel above you. Walk
    around the cylinder, left or right, to see four other panels with the D’ni
    numbers 2, 3, 4, and 5.

    Back at the first panel, you will see a hot
    spot between the two cross bars below the D’ni number. Click on it. This is an
    aperture. One of five. You must line up the disconnected circuits, beginning
    with the permanently fixed ones at the top and bottom. There can be no gaps in
    the connections. When you have created perfectly joined circuitry in all five
    panels, electricity will jump from the cylinder to the coils arrange on the
    chamber walls.

    You can easily solve this puzzle using
    different methods. The two methods I found easiest would probably be to do one
    complete panel at a time. Or, you could establish the circuitry from the top
    down, or bottom up, walking around the cylinders. This way you would establish
    all the top moveable circuits first, then all the middle, and then all the
    bottom. When you get it right, all five panels of the cylinder will
    close.

    Anyway you decide to complete the puzzle, its
    not difficult and once you have all the circuits intact, go back up the ladder
    where you came into the chamber and watch the arcing electricity on top of the
    cylinder. Success!

    Go back down the ladder and find more of the
    journal pages that Saavedro has left for you on the floor in front of the D’ni
    number 3 panel.

    Read Saavedro’s journal periodically, to keep
    up to date with his twisted response to the tragedy at Narayan. Who could help
    but be traumatized after what happened to his home and family?

    Go back to the ladder and make your way through
    the tunnel with the off set stepping stones to the chamber ahead. Turn left and
    go up the ladder and out through the hatch. Makes sense to check the power flow
    diagram again now, to see if you have everything running smoothly. Go on down
    the steps and turn left. Darn. There’s one structure which still has no electric
    power; the little island.

    Turn right and continue down the tunnel. At the
    intersection, where you see the red handled hatch on your right, go left instead
    and continue on up to a blank wall. Turn left and go out to the little island.
    You can see the water wheel turning now, from the end of the pier. But, it seems
    the hatch door on the building is still locked tight. Maybe we can now do
    something with the air ship back in the chasm. You know that the elevator should
    be working now.

    Go back into the canyon and take the right path
    at the intersection. Go to the little elevator and get in. Pull the lever and go
    down to the next walkway. Walk out to the big wheel mechanism and pull the lever
    in the cage at the end. Ah, so now you see what it’s for. The entire wheel opens
    like a fan for the air ship to pass through the elaborate doors. It’s a sort of
    hangar arrangement.

    Go back up in the elevator and on to the main
    pathway. Turn right at the intersection, and go all the way to the end. Look
    down right and descend the ladder. Go back to the control panel for the air ship
    and turn right. Try the controls. Still nothing. Turn to look at the broken
    walkway which apparently provided the route to access the air ship. Turn to your
    right and see a metal ladder. Go forward up the ladder three times. Turn and get
    off into the bucket shaped cage ahead of you. Look down on the grilled flooring
    to find more of Saavedro’s journal notes.

    Come up and turn around to see a giant hatch.
    Open it and go through to the brightly lit chasm side. Walk across the long
    track or pipe. (Hopefully, you aren’t afraid of heights.) Go through the next
    hatch at the end of the pipe and to the right. It’s very dark in here after the
    hatch closes. But, just go forward until you can’t anymore and then turn around.
    Go back one click and look down. Click on the grate and drop down on the floor
    of the control room for producing hot air. This is a familiar place.

    Turn around and go down the ladder. Look at the
    molten lava again through the viewer. You’ll need to open this door, but not
    just now, obviously. It would be just a tiny bit lethal.

    Go back up to the control room in front of the
    window. Look at the pedestal below the window with the red knob. Saavedro has
    also sabotaged these controls by pounding a metal pin into the center. But, it
    is still partially operational.

    The Molten Lava
    Puzzle

    Note: If you click once on the red control
    knob, then release the mouse button, the cursor holds onto the knob and follows
    your motion up or down a little.  If you click again, toward the direction
    you want the knob to go, it will swing around the entire circle freely. 
    Otherwise, it can be extremely stubborn.

    Move the knob up and around, counterclockwise,
    to the left. It should click a couple of times, going nearly all the way around,
    counterclockwise,and returning to its original position. You will see the gears
    moving through the control room window. Go back down the ladder and use the
    handle beside the view on the molten lava hatch to open it. If you are
    successful, it will open to establish that you used the red knob on the pedestal
    correctly. If there’s still lava in the chamber, go back up and try
    again.

    Open the hatch and enter. Turn left and go
    forward through the railings where you see a red knobbed pedestal like the one
    in the control room. Only this one is completely intact.

    Move the red knob in a clockwise direction, so
    the platform rises. The move the knob again so that it is positioned to pass
    through the middle slot. Let go of it and watch the gear, up to your right, go
    over your head and lock on to the larger gear to the left. Swing right and look
    at the apocalyptic painting on the wall. More of the talented, but tortured,
    Saavedro’s work.

    Well, what now?
    Nothing more is happening.

    Try the red knob again. Move it
    counterclockwise (right) around the bottom of the ring. Whoa, cool! Or rather,
    HOT! The lava chamber has filled again. But look, you can go forward past the
    pedestal now and turn on the fan. See the red glow in the circular panel ahead
    of you? Turn on the fan. Then, return to the control pedestal. After all, you
    can’t go anywhere else right now.  At the pedestal, lower the platform a
    bit, by moving the red knob clockwise around the center.

    The fan is turning. Now, move the red knob
    again to the right, to reposition that first overhead gear back over on the
    right side in front of the painting. Then pull the red knob counterclockwise to
    move the platform to floor level and simultaneously drain out all the molten
    lava.

    The fan is now blowing the hot air necessary to
    inflate the air ship, but you need to move that overhead gear back over to the
    left and engage it to complete the process. Pass the red knob back through the
    center of the pedestal.

    Leave and go back up to the control room. At
    that upper control room pedestal, move the red knob counterclockwise. This
    action will raise the chamber platform again and allows the lava to flow back
    in. Now you have turbo hot blowing air.

    Look up to see the open end of the ventilation
    shaft. Hop in and skeedaddle out of there. Time to see if you can get the air
    ship inflated.

    When you come out of the ventilation shaft,
    turn right, go forward, left and cross the pipe again to the other side. Go down
    through the shaft on the opposite side. Go through the bucket shaped platform,
    you may notice steam coming up from beneath it now, and go down the ladder. Once
    on the wing shaped platform, turn left to the air ship control panel.

    The Air Ship
    Valve Puzzle

    There are three levels of 4 valves each. This
    is the bottom level you are standing on. The first three valves should be open
    (left to right) and emitting hot air. The fourth valve, on the right, has been
    disabled by you know who. You can’t fix it.

    Look down at the pressure gauge and your pressure should
    register at about 10. Going counterclockwise, you want to establish pressure at
    19, where the dotted red line is. That’s the air pressure you need to develop to
    fill the air ship with hot air. Remember the number!

    Now, it would appear relatively simple to do
    this, getting the pressure set at 19. However, there’s a rather influential
    caveat here. There are three tiers of valves to work with and the elevator also
    uses hot air to operate. Though not apparent by looking at the gauge, this
    decreases your accumulated pressure every time you move it. The elevator is
    pneumatic.

    When you see hot air/steam the valve is open
    and you lose pressure. There’s a straightforward way to get the valve puzzle
    solved. And that’s simply to greatly overbuild the pressure. Use the lever on
    the left (pulled to the right) to raise the elevator up two more levels to the
    top tier. Establish the pressure at halfway into the red zone on the gauge!
    Then, work your way back down to the middle and bottom level as
    follows:


    • Starting on the bottom level close all three
      working valves.

    • 2nd level – close all valves.
    • Top level – close the right valve
      only.

    • 2nd level – open the two left
      valves.

    • Bottom level – open all three operable
      valves
    The long side of the
    needle on the gauge should be just a hair to the right of the required number 19
    mark. Good. Close enough!

    Swing around and go left forward once. Swing to
    the right to see a red handled cylinder that looks like an air tank. Turn the
    handle. You should hear air escaping. Watch as the hot air flows up the hose and
    inflates the air ship. It loosens from it’s  moorings and sails forward.
    Unfortunately, it slams into the closed hangar doors. Well, hopefully there’s no
    damage. And, we sure do know what our next move is.

     

    Pan down and follow the walkway up through the
    valve control area and on across the walkway, up the ladder, and to the
    uppermost walkway of the canyon. Walk ahead to the intersection and go down to
    the elevator. Get in the elevator and use the lever on your left to go down a
    level. Get out and go left along the walkway to the upright lever at the end.
    Pull it.

    Watch the air ship leave the hangar. The air
    ship moves forward, pulls the walkway a bit and hesitates there. What are you
    waiting for? The future calls. Climb aboard!

    Turn left and pull the handle. You will surely be impressed
    with the air ship ride through the chasm. When the gondola comes to rest
    opposite the little island, get off to the left and go to the lever at the end
    of the walkway. Pull the lever. Watch the gondola move forward engaging the
    walkway and, again, moving it forward. Then, see the little island split in a
    huge rift all the way around the stone building and rise into the
    air!

    Go right back to the gondola. Get in and push
    the handle to sail up to the stone building’s new position hovering above its
    foundation. Truly surreal. Get out on the right and go down the walkway to the
    hatch (now showing a green light) and open it.

    Go forward to the shaft and climb down. At the bottom, look
    down to see a small wheel. Turn the wheel. That’s the symbol for Energy you see
    floating there before your eyes. You will automatically capture it and store it
    in your inventory. Pan upward, then, to see a hot spot in front of you. Click on
    it. The doors will open and the J’nanin linking book will be presented. Time to
    go back to J’nanin with your first captured prize, the Energy symbol.

    Go over to the blue imager on the observatory
    platform above the blue button. Remember what Saavedro said about finding the
    three hidden symbols? Wonder what he’d say now that you have the energy symbol?
    Place the symbol from your inventory on the imager. It will cause the cage to
    appear from below.

    Afterward, you will receive another hologram
    message from Saavedro. He recognizes you have found one of the three symbols and
    tells you more about the Lattice Trees of Narayan and the damage the brothers
    caused there.

    Afterward, go outside via the elevator door on
    the high walkway. Now you need to find the next linking book to take you to
    Edanna, or to Amateria.

    Go down the walkway, down the ladder, across
    the lower walk and take the rock ladder down to the beach. Turn left. Go under
    the walk to the stone ramp. Go up the ramp and forward up the stone steps. At
    the fork, turn left and go down to the walk you can see at the base of the next
    tusk. Go across the first walkway. When you get to the rock pillar before the
    next walkway, turn left to see a ladder. Go down the ladder.

    Stop to enjoy a ride on the purple and yellow
    “Hearken Fern” to hear amplified sounds from around the chasm. Can you hear
    water from the beach near the green house? Get out of the fern and look up at
    the Barnacle Moss above you and the seemingly unreachable door to the Edanna Age
    tusk. There’s no obvious way to climb up there.

    Turn around, go left past the fern and climb
    the ladder down to the beach. Go straight across the stepping stones and over to
    the cute, little Squee’s tent. Turn right and click on the spiky plant in the
    water in front of you, to flatten it. Then, turn back left and click on the bulb
    atop Squee’s tent. You have provided a bridge for him to reach the Barnacle
    Moss. He has aquaphobia!  No, just kiddin’…. he just can’t swim. He will
    use the plant to cross over to the moss. When he runs over there to indulge
    himself, notice that when he chirps, the moss inflates significantly. 
    Wonder if this process could be useful up on the cliff side? Let’s see if you
    can use the fern to pick up and amplify those Squee chirps to inflate the moss
    up there, by the Edanna tusk.

    Leave Squee (I know its tough) and go back up
    the ladder and ride the Hearken Fern again. Aim the fern toward Squee. You’ll
    hear him chirping happily away. When you get the fern positioned correctly, a
    cutscene will play showing you your new route to the unreachable door. Climb up
    there, clear to the top, and walk across to the door.

    Open the door. Walk across to the pedestal.
    Input the correct marble code. Retrieve the Edanna Age linking book from the
    cage.

    Edanna Code


    • outer marble between 10:30 and 12
      o’clock

    • second marble between 7:30 and 9
      o’clock

    • third marble at 6 o’clock.
    • inner marble at 7 o’clock.


    The cage will descend. Click on the book
    clearly marked “Edanna.” Click on the picture to link to the beautifully
    vertical Edanna age!

     
     

    Chapter Four –
    Edanna: The Nature Age

    Right off the bat here, remember what you are
    here for. You must find the second of three symbols. In accomplishing this
    primary goal, you will discover the plant and animal species in this age and the
    interdependencies (symbiosis) between them. Think of Edanna as an inverted 200
    foot high tree. All the flowers, foliage, and animals, are on the inside of this
    tree structure.

    You open at Edanna’s middle level facing a
    huge, pink flower with what looks like a bulbous magnifying glass in the center.
    It’s hanging it front of a cage of twisted wood. It looks like something is in
    the cage, doesn’t it? You can’t quite get to it. But, you can click on the pink
    flower’s center to find that it is a magnifying lens. You will see that the
    linking book back to J’nanin appears to be held organically, and securely,
    inside.

    You can only go one direction for now. So, pan
    right and go along the path through the tunnel you see there. Click forward 7
    times, until you stand at the base of a strange, pink, spiral-shaped plant. This
    is a “Corkscrew Cattail.” Click on it for a scenic ride to the top of Edanna’s
    uppermost level. Turn right to view the ocean through an opening. You’ll be
    surprised by a giant, colorful bird carrying some kind of food to it’s nest.
    Walk over for a closer look. Use the pink lens flower to see that the bird is
    feeding it’s cute, little chick.

    Turn and go down the path where you see that
    the cattail is drawing water from an organic basin of collected water. Follow
    the vine up to the top of the cattail with your cursor, to see how that works.
    Turn back to the left, toward the bird. Pan down beneath the bird’s nest to see
    another twisted stick cage. Turn completely around again and go back down to the
    cattail. Turn left and go through that opening toward the ocean.

    Turn left again to see a twisting greenish
    bough leading upward. Follow it. You will see the bird take off again to find
    more food. Before you continue on up, turn left to see a wilted cattail. If you
    follow its vine on down to the nearby basin, you will see that it’s water supply
    has been used up or has evaporated. Poke that big greenish veined melon thing
    there. It’s definitely full of liquid, probably water. That would make sense,
    wouldn’t it? But, it looks like this particular symbiotic arrangement needs a
    bit of your encouragement.

    Turn right and climb all the way to the top
    where you see a plant that is obviously a variety of palm. Go right on up to it
    and press that bluish circular bulb in the center. The palm fronds close up and
    leap for the sky.

    Pan down and to the right now, to see what they
    were hiding. It’s a second linking book back to J’nanin. With that reassurance,
    turn completely around and go over to the orange and yellow flower on the
    cliff’s edge. This is an Aurora Blossom. Click on it. It’s also a variety of
    lens flower. The palm fronds have been moved away now, directing sunlight
    through the flower’s lens. Pan around until you see the dry basin by the wilted
    cattail plant below. See that black scar on the tree just above and right of the
    basin? It looks like the tree has been burned.

    This probably gives you an idea on how to
    quench the thirst of that poor cattail. Well, if not, direct the brilliant hot
    spot from the lens, to the green melon-shaped plant full of water. The melon
    will burst, filling the basin with cool water. The vine quickly carries the
    water to the cattail and it unfurls, providing a new means of transportation for
    you.

    Leave the close up of the Aurora Blossom and
    turn around left. Head back down the path to the now available cattail. Climb
    aboard for a long trip to Edanna’s lower level. When you arrive at the bottom,
    turn left and start down the big branch toward the little palm trees you can
    see. Go three clicks forward. Pan left a bit. Go toward the pink light. The
    little pink electric sting ray is shocking the roots trailing into the water,
    and is eating from them.

    Turn left and continue down the path of
    branches where you will now see beautifully glowing lavender moss on many
    branches. It’s much darker and cooler at this level. At the base of the branch,
    see another pod-like plant on the right. It looks like the pod or melon on the
    upper level after the water was drained from it. Go forward and click on it for
    a close up. Then, click on the reddish growth at the front of the pod. Watch the
    water come down the vine, bringing the little pink ray with it.


    Turn around and start down the yellow lighted
    tunnel on the right. You should immediately see more pages from Saavedro’s
    journal. Pick them up and read the new pages.

    Keep on going down the tunnel until you come to
    a big branch leading off to the right, and you see a drop off into the
    vegetation that looks pretty dangerous. There are some interesting looking
    objects across the way.

    Turn right to walk along the limb toward a log
    brightly covered with Barnacle Moss. This we recognize right away. You may hear
    some creature noises, or bird calls, along the way here also. But, just keep
    going across the moss to the next limb. Turn right and go into the lavender lit
    tunnel ahead of you.

    Spiraling right, go forward three times until
    you see a large yellow lighted gourd hanging by vines in front of you. Pull the
    ball on the bottom of the vine. The gourd opened up and provides a great deal of
    much appreciated light. The leaf behind the gourd now unfurls, providing a new
    pathway for you to explore.

    The Squee
    Puzzle

    Walk to the end of the leaf and look up. Grab
    that bluish green vine. Your cursor will change to look like the handle of a
    trapeze bar, the end of the vine. Turn completely around to see a tent structure
    behind you. Use the vine cursor to swing over there. Visually, follow the rope
    attached to the top of this tent trap to the small pedestal behind it. Go over
    to the pedestal and turn the crank. The tent will rise. Go forward to the pink
    fruit and knock one down onto the ground. Click on the pink fruit to roll it
    forward once along the crack. Go back past the pedestal and down the dark tunnel
    behind it.

    When you pick yourself up, go 90 degrees right,
    back into the tunnel. Pan right again and go forward. Pan right again and go
    forward again to the lighted gourd. Pan down a bit and go down the length of the
    leaf. A cut scene shows you an adorable little Squee, who’s come for the pink
    fruit. Pan down right and see that trapeze handle? Pull it. (If you catch the
    little Squee, you forgot to roll the fruit forward in the crack and the Squee
    will be pathetically crying.)

    The tent trap should come down beside Squee,
    scaring him off across the rotten log bridge you came across, with all the moss
    on it. When Squee squeaks, the moss expands, right? Watch as the log comes apart
    and Squee runs safely off into the forest with his prize.

    Do you suppose that Saavedro placed that rotten
    log there? It did look a bit out of place here, didn’t it?

    Go down the length of the leaf again (with your
    back to the Squee trap) where the rotten log was. Click on that hanging vine
    again. Place the vine cursor over the flat, lighted area ahead of you. Swing
    over there.

    Turn left and go down the tunnel to a new area.
    Walk over to the lighted gourd. Pull the ball hanging down from the vine and
    unfurl the leaf. Don’t walk across the leaf yet, though.

    Instead, the lighted gourd reveals better
    visual access to the lavender lit area to your right. Walk over there, where the
    little round hole is. Turn left and follow the path. Go forward five times down
    the winding path to find a huge Venus Fly Trap to the left of the
    path.

     

    The Venus Fly
    Trap – Bird Puzzle

    The poor mother bird is caught in the fly trap.
    Unless you intervene its croak city for her and probably for her chick. This is
    your next Edanna test.

    Turn right and see the triangular opening where
    the ocean is visible. Click four times forward to go through the opening. Turn
    left and go along the yellow lighted path. Follow the path down until you come
    to another round melon like pod along the path to the right. Go one click beyond
    it. Turn around. Click on it to go forward and view another example of
    Saavedro’s artistic talent. The painting depicts the treachery of Sirrus and
    Achenar. Beneath the painting are Saavedro’s palette and paints.

    Click on the melon pod to inflate in and again,
    capture the itinerant little pink ray. Step back on the path and turn right,
    looking down the path. Go forward one time. Here, the path splits in two, around
    the spikey roots of the carnivorous fly trap plant.

    Take the left path for now. At the bottom of
    this path, you will see a green lighted area with a huge organic basin like the
    ones that water the cattails above. Click on it to bring water and the little
    pink ray right on down to this area. Wonder if we loosed the ray to zap those
    roots, if the fly trap would be shocked enough to release mother
    bird?

    Go one click forward past where you can see the
    ray swimming in the pod. Pan down right. Go forward three times and pan slightly
    right to see some sort of man made apparatus sitting on a limb. Oh, its another
    viewer. Go over and push the big metal button in front of the viewer to receive
    another anguished message from Saavedro.

    Turn left and continue down the path. See that
    curled up leaf there to the left and up? But, there’s no gourd to light up and
    unfurl the leaf. Go all the way back up the path to where Saavedro’s painting
    is. Turn completely around and take the left path. Be sure to carefully follow
    the huge vine that winds down. Stop when you see a white orchid hanging to the
    right of the path. With that white surface, you might be able to get some
    additional light reflected down in here.

    If you turn left here, you will see another big
    white orchid and of those Aurora Blossoms across the way. Reflected light must
    be the answer to this dilemma. Go on down the path once. Click on the next
    orchid off to the left. Get a close up view. This flower also has a lens. Place
    the viewer so you can see the leaf across the way. Come out of the close up.
    Continue right down clear to the end of the path and stop. You should see bright
    sun light below you.

    Turn around to face the back side of another
    huge, white orchid. Click on the bottom rear of the flower, or on the vine. Turn
    the lens so that you are positioned right on top of the reflective glow from the
    second orchid. The light will pulsate when combined correctly. Be sure that you
    position the light on the second orchid to the left of the big tree limb in
    front of you in the viewer.

    Go back
    up the path to the second fern to see through the lens that the leaf is now
    unrolled making a new path. Make sure you leave the lens position correctly, or
    the leaf will rewind itself.

    Go back up to Saavedro’s painting. Turn around
    and take the left side path down to the electric ray in the basin. Go back
    behind the basin, just follow the edge around to the right and down in the dark,
    to the now unfurled leaf. Cross the leaf and go up right through the glowing
    mushrooms. At the top, you should see the Aurora Blossom, the ray and basin in
    the same view.

    Walk past the blossom and up the steps to
    another white orchid, the fourth one. Manipulate it until the Aurora Blossom is
    at the center of the lens. Go back down the steps past the blossom, on your
    right, and on ahead to the hollowed out log with the lighted mushrooms. Go
    inside and go forward just once. You can see the ocean through an oval shaped
    hole. Pan up a little bit, so you can see that the hole is separated around a
    large log or branch. Go one click forward. There’s another route through the log
    at the right. But, for right now, pan down left and take that lighted mushroom
    path down.

    At the bottom, hop on
    the leaf and turn left. Go across the leaf, then right up the path.

     At the basin, continue on going up toward
    Saavedro’s painting again. When you get there, turn around. Go forward toward
    that big root again to the right of the spiky fly trap roots.

    Go down the steps and follow around to the left
    to the third white orchid (out near the ocean where you first found the
    sunshine). Click on the lens and center it on the first orchid now, which is
    just to the right of the big limb you can see in the lens. When you have it
    right, the pod melon will break open and spill the water and the pink ray into
    the basin. The little ray immediately goes to work, shocking the roots of the
    Venus Fly Trap. Hooray! Mother bird is free.

    After she flies back to her chick, look through
    the lens again and move the bright light back to the left side again to unroll
    the leaf. You need it.

    Go back up to the painting. Turn around and
    come down the left path again, to see a close up of the basin and the electric
    ray at work. Go down behind the basin again. Go along the path to the hallowed
    out log. You will pass the viewer again, where you heard Saavedro’s last
    message.

    Continue on down. Cross the leaf to the hollow
    mushroom log. Climb up to the top and turn around where you see the ocean and
    sky view, split by a branch or log. Pan right a little. See the light inside
    that other log? That’s where you want to go next, believe it or not.

    Follow along this left bearing mushroom lit
    path, out to where you see the ocean again. Watch for more of Saavedro’s journal
    pages in the log. Click on the bee hive looking plant to get another trapeze bar
    cursor. Click to swing straight down to the newest pathway.

    Follow the path to the right where the twisted
    branches look rather like steps. At the top you will find yourself enveloped by
    a rather slurpy sounding flower and transported back up to another limb. This is
    your way back up to the Fly Trap area if you want to return.

    To go on down to the swamp, take the trapeze
    ride again and for forward down the flat walk to the left of the “stairs.” When
    you can go forward no further, just one click ahead, turn left and go down into
    a murky, blue and lavender area.

     

    The Purple Pod
    Puzzle

    Look at the huge round seed pod to the right.
    Go forward five times and turn left to see another path strewn with white cup
    mushrooms. Veer back right and continue up into the dark. At the top of this
    path you will find another huge white orchid. Look through the orchid’s lens and
    position it to lock on (pulsate) when you see the two tendrils stand upright (in
    the bright light) on top of the huge purple pod.

    Go 9 clicks forward down the path. Look to your
    right to see the cupped white mushrooms, marking the entry to the other path you
    found on the way up.

    Go 3 clicks forward and stop. Turn right to see
    the little insects over the top of an open purple pod. You need to get those
    insects to fly over to the other seed pod you hopefully just opened with the
    reflected light. Turn right and go around the side of the seed pod and up to
    where you see a palm. Push on the bulb at its base to make it rise up and block
    the sun from the open pad and the insects below. Now, let’s go see if the
    insects took off for the other pod.

    Go down the path 4 clicks, bearing right. Well,
    this seed pod has closed all right, but those stubborn insects are still hanging
    out. Turn back left and go on up this path until you reach a long tubular flower
    laying on the ground with a round hole in its side. Beside it, down left, sits a
    round mushroom chock full of nasty smelling spores. Turn back right and continue
    examining mushrooms, going ahead slowly, until you find the biggest one. 
    Click on it to release its insect repellent spores and watch the little buzzers
    take off out of there as fast as they can fly.

    Go back over to the tubular flower with the
    hole, and hop right inside of it. Go down the length of it and be sure to pick
    up more of Saavedro’s notes on the way! You will come up inside the seed pod,
    complete with buzzing insects. Make your way as far up into the pod as you can
    get. Then turn and click on the center stalk where you get a hand icon. A huge
    cloud of purple spores will emit and the mother bird will immediately pay you a
    visit. She picks up the seed pod, with you tucked inside. Off you go to her
    nest. Don’t be afraid, she’ll not harm you. She’s your new best
    friend.

    Pan around and down at the base of the pod
    until you find a place at the left of the birds where you slide out and down a
    limb. Aha! There’s the Edanna symbol you came for! Turn left and go forward
    once. See the J’nanin linking book held there? Click on it. Click on the picture
    to go home to J’nanin and the observatory.

    Walk around to the imager. Take the Edanna
    symbol and place it on the imager. Watch it be manipulated, just as the Voltaic
    symbol was, and neatly stored away in the descending cage.

    Listen to and watch Saavedro’s seemingly less
    bitter and much calmer message. One more symbol to go before we go on to
    Narayan.

    Remember at the beginning of J’nanin when you
    first arrived and moved that big wheel out of the way down in the cave by the
    water? Leave the observatory, via the elevator and the high walkway. Go down to
    the walk and out to the tusk beyond the red fire marble projector. Go out to the
    furthest point on the rocks and down the ladder on the right. Use the wheel to
    roll it back into the now open linking book room at the base of the Amateria
    tusk. Using the levers on the pillar:


    • click the left lever
    • click the left lever
    • click the right lever
    • click the right lever


    The wheel will roll into the linking room
    with a resounding crunch. Climb the ladder back up, cross the rock and go down
    the now familiar hole. Go down to the little room. Step on the wheel, that has
    now filled the hole Saavedro created in the floor. Approach the pedestal. Set up
    marbles in the correct code for Amateria:


    • outer marble between 10:30 and 12
      o’clock.

    • second marble between 3:00 and
      4:30.

    • third marble at 6:00 o’clock.
    • inner marble at 9:00 o’clock.


    The cage with the Amateria book will
    descend. Click on it to open it. Click on the picture to link to


     
     

    Chapter Five –
    Amateria: The Age of Dynamic Forces

    Wow! this looks like an over the water oriental
    amusement park. Surrealistic as all get out, isn’t it? And its getting dark to
    boot. What a sunset! One couldn’t help but wonder if this age was created when
    Sirrus and Achenar were younger; perhaps just for fun.

    From where you are standing, turn right to see
    a large central building with an interestingly shaped pagoda tower. You can’t
    cross the gaps in the bridge here.

    Turn back left to settle on a hexagonal box
    containing 13 white buttons. Approach the box. You will need to solve this
    puzzle (and two of its counterparts) to cross the bridge. But, that comes much
    later. Turn back left to go back to the intersection. Turn right and go across
    the bridge. At the interim covered area, turn right to see your back up J’nanin
    linking book. There’s another one.

    Turn back and cross the second section of the
    bridge. Walk through the rock entry and take the very narrow steps down to the
    lower level. Just keep panning down and follow the blue lights if you aren’t
    sure where to go.

    At the bottom, go forward four clicks until you
    are facing a yellow fire marble lantern. There’s a wooden walkway over the water
    on the left, and another path into the building on the right. Since it looks
    like a storm is coming and it getting dark, let’s take the right path further
    into the building.

    You will see a little elevator off to the left.
    Get in and look down to pull the lever. Step out on the platform and look at a
    huge metal chute. Under this metal chute, you can see massive gears and what
    might be considered an axle (fulcrum) that rolls back and forth.

    Pan up left and look at the reddish/orange ball
    at the top of the track. Examine it closely to see that it looks like it is made
    of 3 parts wood and 1 part bluish/green crystal. Now, that should strike a
    memory bell! Remember those little scales in Saavedro’s digs under the
    observatory, where the elevator is, in the garden house?

    This ball appears to have been deliberately
    fashioned of several different pieces. But, you are not able to do much here
    yet. So just consider carefully the ball, the track, the chute and the sling
    just under the end of the chute.

    Before you go down in the elevator, and you’re
    standing inside it, look down to find more of Saavedro’s journal pages. Push the
    lever to go back down to the main level. At the bottom, go to the right and out
    on the walkway. It hasn’t changed much weather wise, but you will not get
    drenched, nor struck by lightening. Walk along the wooden bridges around the
    side of the building to a strange area of small, sectioned ponds containing
    luminous green water.

    Keep going and go up on the little platform
    ahead. Pull that long vertical handle on the left. Up you go. Pull the handle on
    the right of the control panel to see a mind boggling scene!

    You will witness the top of the central control
    tower detach itself from the building, hover in the air momentarily, and hurdle
    a perfectly round ball of ice onto the tracks below. You can tell its ice,
    because it shatters when it doesn’t follow the correct path. Do this more than
    once, because its great fun. And, also so you can see how the orangish ball
    interacts with the ice ball to balance the metal chute as the ice ball attempts
    to pass through the chute. Why is the ice ball shattered? Well, there’s the
    rub!

    The metal chute doesn’t go down far enough on
    the left end to let the ice ball pass through the chute and onto the tracks
    unharmed.

    You can move the three center levers to
    position the fulcrum/axle in three different spots. Experiment with the levers
    and the ice ball to see what difference the positioning makes.


    Then, look up very closely at the orangish
    balance ball on the right.  Now you can see nothing but wooden sections,
    right? We already know that one crystal ball is the same weight as four wooden
    balls. And 1 metal ball is the same weight as 4 crystal balls. So, the crystal
    part of the balance ball weighs identically with four wooden parts. The balance
    ball has seven wood pieces and one crystal piece. So, the crystal weighs the
    same as 11 pieces of wood, see?  7 wood + 4 (equivalent weight) crystal
    totals 11. Although fashioned of different materials it carries the weight
    required for the task and it is perfectly round……think about this. For
    example: A ball made entirely of wood would be too light. A ball made entirely
    of crystal would be too heavy.

    Well, enough of all that right now. I have a
    headache.  Let’s go do something helpful.  Use the long lever on the
    left to descend to the ground.

    When you arrive, turn left and continue along
    the edge of the green pond area to the small building with the purple
    roof.

    When you get to the entry of the little
    building, go inside through the double sliding doors and swing left.  Go
    forward to view the weighing and cutting room where the balls are fashioned for
    the counterweight mechanism.  However, Saavedro has been in here too, the
    scoundrel!  There are fragments of wood, metal and crystal scattered on the
    floor beneath the counterweight.

     

    The
    Weight and Fulcrum Puzzle

    In order to balance the metal chute properly,
    you will need to move the axle/fulcrum and you will need twice the weight of the
    balance ball for the counterweight.  The ball that is already begun is half
    wood.  So, that is 4 wood, right?  You need 22 total weight.  So,
    add two more wood wedges (just click and drag) and one metal wedge.  You
    can tell metal from wood by the rings in the wood wedges.  And, the metal
    wedges are darker.

    When you  move the two wood and one metal
    wedges over to the counterweight, you will not have a round ball.  But, you
    have established the necessary weight required.

    Go back out to the control pedestal.  Use
    the lever to raise it.  Position the axle/fulcrum at the left most position
    and pull the lever on the right side.  If your calculations are correct,
    the new ice ball will successfully make its way down the track, over the metal
    chute, down the track on the other side and back to the tower, intact. 
    You’ll see a cut scene of a bridge being raised up on that interesting little
    off shore structure you couldn’t reach back at the beginning of
    Amateria.

    Also, the two doors  that descend to cover
    the control panel have the code you need for the hexagonal puzzle controlling
    the bridges to the central tower.  Be sure to carefully record the code
    pattern on the top of the panel and note the border color is yellow!


          X

     X  X  X

    X        
    X

         
    X

    Go back down from the control tower here and
    right, down the walkway over the water and back into the stone building. 
    Go right and forward up the steps to the second level.  Go back outside,
    across the two bridges and turn left at the central tower.  Go forward
    once.  Turn left. Use the code you just received when you solved the Weight
    and Fulcrum Puzzle to press the buttons in the hexagonal box.

    If you got it right, when you leave the close
    up, the first section of the bridge to the central tower will snap into
    place.  But, wait, you can only go across one of three gaps.  There
    are two more code boxes and, obviously, two more puzzles to solve. That was just
    a test of your ability to record the codes.   We have a bit more
    exploring and work to do before we can enter the central building.

    Go back to the stone building.  You will
    notice that when you start to leave the area that the bridge snaps open
    again.  In the stone building, go down the stairs and back to the right at
    the fork. Go past the elevator. Keep going down the tunnel with the brilliant
    blue lit rocks.

    You will enter a quiet pool area, inside a cave
    like room, with another bizarre painting of Sirrus and Achenar, by Saavedro,
    complete with an elevated platform for him to work from.  Keep going out of
    this room and into the area beyond that looks like the burned skeleton of a
    ship, or maybe a whale.

    Go on through, jumping from one outcropping to
    the next, until you can climb up to the track, bearing left.


     

    The Sonic Ring
    Puzzle

    Walk through the pagoda shaped terminal there
    and out to a big, hairpin curve in the track.  Wow!  There’s a huge
    vibrating circle here.  Its a sonic field of some kind.  Don’t go
    through it yet.  Go straight ahead to the ramp off to the side.  Turn
    right to see a little control switch.  Go in close.  Turn the hand to
    the 10 o’clock position. Notice the difference in the sound of the vibration
    from the sonic ring.

    Note: In order to successfully solve the
    puzzle, the sonic rings must be set in sequential order, no matter which ring
    you start with.

    Go back and walk right through the field inside
    the ring. Cool!  Go down through that little tunnel under the terminal
    ahead of you.  Follow it up the curving track to the next sonic ring. 
    Go through it this time. Turn around to see another switch. Set this one for 12
    o’clock.  Step back through the ring and follow the track up through
    another terminal.  It’s another hair pin curve.  Go out to the ramp on
    the left, past the sonic ring, to the switch on the post.  Set this one to
    the 2 o’clock position.

    Go back through the ring, down to the lower
    tunnel.  Stop inside.  You will see three exits.  Go through the
    one in the middle.  Go on up the curving track to the fourth sonic
    ring.  Go through it and right, on the ramp, for access to the
    switch.  Set this one to 4 o’clock.  Then, go along the track upward
    and through to the top terminal and on to the last sonic ring.  Go to the
    ramp, find the switch, and set it for 6 o’clock.  You will note that it is
    very quiet now.  Go back right and back up the track the way you came to
    the terminal.  Stop in the middle and turn left to view the central
    building.  Turn back. Go forward twice and then go down right across the
    black skeletal remnants and into the pool area where Saavedro’s painting
    is.

    Go through the area and just outside, turn left
    and go up the ladder on the side of the wall.  Go along the track to the
    control platform on the left.  Pull that tall handle to the extreme left to
    raise the platform.

    Pull the lever at the left to release another
    ice ball.  You will enjoy seeing the ball pass gracefully through the sonic
    ring track without being shattered.

    Note: As the controller, with its blue lights,
    goes through its cycle, it  momentarily turns each sonic ring off,
    according to the sequence in which you have set the switches.  So, the ring
    that is set in the 10 o’clock position turns off momentarily, then the one in
    the 12 o’clock position, etc. This allows the ice ball to pass through them, one
    at a time, unharmed.

    Afterward, you will see a cutscene of another
    bridge piece rising out there on that off shore structure.  And, when the
    doors close on the control panel, you will see that there’s a new pattern
    embossed there and it has a lovely blue border!  Are you recording
    it?

         X
    X

       X

    X      X X

         X

    Turn left and use the lever to come back
    down.   Turn and go back up where the ladder awaits your return. 
    Go back through the pool area, across the skeleton and up again on the
    tracks.  Go left to the terminal. Stand in the center and go extreme
    right.  Keep following the track until you must stop over a pool of
    hexagonal basins.  Very cool.  Step on the moss covered  pillars
    and go along until you see a gate made of sticks on your left.  Pop in
    there and find another control platform.  Use the lever at left to go to
    the top.

     

    The Pagoda
    Pinball Puzzle

    Your assignment here, “should you choose to
    accept it, ” is to set up a pattern so the ice ball ends up at the right side of
    the wheel out there, in the top left available position.  The wheel must
    land in a ring that has a bottom, or it will fall right through into the
    sea.

    Use the red pegs on the holes in the two wheel
    controls to establish the correct pattern.  Note that one of the pegs is
    broken off in one of the holes on the left wheel.  Wonder who did
    that?

    Try this a few times for practice, to see how
    the mechanism works. Pull the lever below the wheels, horizontally to the right,
    to literally “get the ball rolling!”

    Solution:

    Left Wheel
    Place two of the red pegs in the 12 o’clock (just right of
    the broken peg) and 2 o’clock positions.

    Right Wheel
    Place the last peg in the 10 o’clock position

    When you are successful, you will see the ice
    ball enter the central building, as did the others, and another (last) bridge to
    the off shore structure is complete.

    Look at the top  of the now closed
    panel.  Record the code on the top for the third bridge at the hexagonal
    boxes.

        
    X

     X X X

    X       
    X

        
    X

    Note that the border around this puzzle is
    green. (Again, make sure you have recorded the hexagon codes on the top of the
    control panel doors, and the corresponding colors.)

    Use the tall left lever to descend.  Turn
    left before you exit the gate.  Pick up more of Saavedro’s journal pages
    and read them before going on out the gate.

    Go back right across the mossy pillars and up
    on the tracks. Go right through the sonic ring.  Go to the terminal and
    turn extreme left to face the central building. Go forward and turn right to
    climb down onto the black skeleton.  Go through the pool area and down the
    blue lighted tunnel.  Go up the stairs, left at the fork, and out of the
    building.  Go out the door and across both bridges.  Turn left. Go
    forward. Turn left to face the final push to solve the…………


     

    The Central
    Tower Bridge Puzzle

    Key in the first panel code (yellow border)
    from the Weight and Fulcrum Puzzle.

    Go across the first bridge.  Turn left and
    input the (blue border) code from the Sonic Ring Puzzle

    Go across the second bridge. Turn left and
    input the (green border) code from the Pagoda Pinball Puzzle.

    If you are correct, you will be able to open
    the round door on the central tower.  Step inside to be impressed with the
    sudden appearance of a mechanically operated stairway.

    Go up the stairs and look down to see the four
    doors providing passage for the iceballs through the tower.  Walk forward
    and click on the purple suspended chair below to gain access to the
    viewer.  Be patient through another sad monolog from Saavedro.  When
    he is finished (are you ready for this?) reach up and pull the lever above your
    head.

    You are in the ice ball’s position.  But,
    you are in no peril.  You have one more puzzle to solve up here.  When
    the puzzle positions itself in front of you, look up over your head to see four
    lights that denote the color route of four puzzles (three of which you have
    completed) as follows:

    Yellow: Weight and Fulcrum Puzzle

    Blue: Sonic Ring Puzzle

    Green: Pagoda Pinball Puzzle

    Red: Offshore Structure

    The object of this dandy little puzzle is to
    send an ice ball through all the  puzzle configurations that you have
    already established.  If you solve the puzzle, the three bridges you saw in
    cutscenes after you solved the yellow, blue and green puzzles, will rise from
    the water and remain stationary at the appropriate critical moment.  When
    the bridges are stabilized you will be able to get to the Off shore Structure
    (red).

     

    The
    Central Tower Turntable Puzzle

    Okay, let’s go for it.

    Click on the control panel for a close
    up.  Number the circular buttons from top left to bottom right:

    123

    456

    789

    Look at the red, yellow, blue and green
    indicator on the sides of the panel. That shows where the ice balls start and
    exit the tracks.  You need to establish a path out to the red off shore
    structure.  Starting with track button number two (top middle) you must
    build a route from the entrance to the red structure backwards to the exit point
    of the other colors.  When you get it  right, the ice ball can roll
    from blue, through yellow, through green, to red.  When you think you have
    it all set up, push the blue button in the tower over your head.

    Try it a few times….try it many times. 
    You can do it.

    If you get frustrated, here is the
    solution:

    Click #2 once
    Click #9 once
    Click #7 once
    Click #5 twice (middle)
    Click #3 once
    Press the blue button up top side.
     

    You are about to find yourself inside an ice
    ball.   Is this incredible, or what?  You personally make the jaw
    dropping, awesome trip around the entire array of tracks in Amateria.  It’s
    worth every second of hair pulling puzzle annoyance you have been through so
    far!  See the beautiful Dynamic Forces symbol unfold before you, when you
    ultimately arrive at the off shore structure in the red zone.

    Pan down to access the J’nanin linking book and
    you’ll find yourself back in the observatory there.  You know just what to
    do. Take the Dynamic Forces symbol and place it on the viewer.  You will
    see the cage appear below you and, this time something different, a little
    bridge to the open cage.  Atrus will speak to you again, in a cut scene, as
    though he were bidding Sirrus and Achenar farewell on their first trip to
    Narayan.

    Go down across the little bridge to the cage
    and click on the  Narayan linking book.  Click on the picture to
    realize almost instantly, that the last great segment of your EXILE sojourn will
    begin under water.

     
     

    Chapter Six –
    Narayan: The Balance Age

     You are facing a set of stairs. 
    Before going up the stairs, turn right and examine the words and symbols
    (something about the symbols is very familiar) on the red tapestries.  Also
    notice a maze of what likely is electrical conduit all over the floor in huge
    looping circles. It looks more like tree roots.

    Go back to and up the stairs.  Try the
    little metal hatch on a pedestal to your left.  What is that?  It
    won’t open.  Go left and then turn right to examine the blue bubble in a
    lighted doorway. This is some kind of force field and it’s activated. Turn left,
    go forward and try the round hatch on a pedestal.  Nothing will happen here
    either.  Turn right and go forward again, to stand in front of a gate where
    you can see a large gondola suspended from an overhead cable.  You can’t
    open the gate either.  You don’t suppose there is a power shortage in
    Narayan too!:)

    Turn right and go up the metal stairway you can
    see off in the left corner.  As you turn and step forward toward the tower,
    Saavedro will emerge.  Yikes!  Has he now gone so totally bonkers that
    he is dressing in the tapestries?

    He’s very angry that you aren’t Atrus, that’s
    for sure.  Next, he is chastising himself for being so stupid.  He’s
    left the J’nanin linking book behind too, and he goes on to tell you that you
    are stuck here for eternity.  However, he says that if you are lucky enough
    to figure out a way out of Narayan, be careful about the linking books because
    ….”the doors they open don’t close behind you.”

    Look down.  You are standing on a power
    generator.  That’s pretty obvious.  Now, pan around until you see the
    controls with a now familiar red handle.  Turn it once to hear the
    generator power up.  Nice sound. That was simple enough. Not like the
    Voltaic Age, for sure.

    You can examine other areas up here. Is that a
    huge species of marine plant towering above the platform?  Maybe that’s
    part of a Lattice Tree that Saavedro talks about in his journal.  It might
    make you think that all the strange looking conduit might really be Lattice Tree
    roots?  Pan right of the tower to see the beginning of the gondola
    route.

    Go back down the stairs and over to the
    switching pedestal that stands between the other two, that have opening
    hatches.  Follow the conduit to the right.  Go over there and open
    that hatch.  Interesting pattern there, but no action yet.  Leave the
    hatch.  Go back to the center and turn the switching lever to the
    left.  Walk over to the left hatch.  Open it.  Note that it has
    three active circles, one for each age you visited, where you found the
    appropriate symbol.

     

    The Age Symbols
    Puzzle

    The Age Symbols
    Puzzle

    The symbols you have in
    inventory are:

    Energy – Voltaic Age
    Nature – Edanna

    Dynamic Forces –
    Amateria

    Now go look at those
    tapestries.  Compare the signs on the symbols that you got from each of the
    three ages.  Find the words that correspond with each sign.  Here’s
    the problem; Saavedro has not revealed the entire set of four signs
    (words)  for each of the three symbols.  You only have two signs
    (words).

    Parts of each one are missing.  Or, in other words, two signs
    are missing on each of the three ages symbols.  The signs are all in Atrus’
    journal as an integral part of his long monolog on the premise behind the
    creation of each age.

    From Atrus’ journal: (four
    signs/words each age)

    Edanna: 1. Nature  2.
    Encourages 3. Mutual 4. Dependence

    Voltaic: 1. Energy 2. Powers 3. Future
    4. Motion

    Amateria: 1. Dynamic 2. Forces 3. Spur 4. Change

    With the information you
    have, you can complete the entire symbol for each age in accordance with the
    three wheels inside the puzzle.  You need four signs for each of the three
    wheels.  The signs you have, remember, only supply two of the four
    needed.

    Starting with
    Edanna:

    You have the signs for NATURE and ENCOURAGE. You need two more words,
    MUTUAL and DEPENDENCE.  Find those two words
    and carefully copy the sign for each word.

    For
    Voltaic:

    You have the signs for FUTURE and MOTION.  Find and carefully draw
    the signs for ENERGY and
    POWER.

    For
    Amateria:

    You have the signs for FORCE and CHANGE,  Find and draw the signs
    for DYNAMIC and
    SPUR.

    Note:  To make this
    easier….You might want to sketch, in order, all four signs for each of the
    three ages in the exact word sequence from Atrus’ journal shown
    above.

    Now, go back to the hatch
    and attack that puzzle!  You can complete each of the three symbols in any
    order.  Put the first word in the upper circle of each wheel and work
    clockwise!

    I started with Edanna at
    the top circle.  Input clockwise, the signs for Nature, Encourage, Mutual
    and Dependence around the circle to complete the requirements for that age
    symbol.

    Below right, input
    clockwise the Voltaic symbol with the signs for Energy, Power, Future, and
    Motion.

    Below left, input clockwise
    the Amateria symbol with the signs for Dynamic, Forces, Spur, and
    Change.

    As you complete the four
    signs within each wheel, the symbol will light up.  When you complete all
    three wheels correctly, the hatch will close and the force field off to the left
    will be shut down.

    Okay, you have established
    the power to the force field on the left side for the switching lever. 
    But, what about the gate?

    Don’t leave the room
    yet.  Go over to the switching lever and pull it to the right.  Go
    back to the hatch at the far right of the room. Open it and note that you now
    have power. But wait, what to input here?  Oh yes.  Remember there was
    a fourth premise in Atrus journal that we haven’t used yet for a fourth
    age:

    Balance(d) System(s) Stimulate Civilization

    We have four more words to
    find and four more signs to decipher.  Leave the puzzle.  Go back and
    take a look at the tapestries again. Find the word CIVILIZATION and draw its
    sign.

    On looking further for the
    words Balance, Systems and Stimulate, you will find they are not there.  Go
    back to the switching lever and pull it to the left.  Turn around and exit
    the room where the force field has again disappeared.  Go left and down the
    stairs to find more tapestries.  Find the word SYSTEM(S) and record its sign. Find the
    word BALANCE(D) and record
    its sign. And, lastly, find the word STIMULATE and record its
    sign.

    You have them all
    now.  Return up the stairs to the main level.  Pull the switching
    lever to the right again.  Go to the little hatch and input the signs in
    clockwise sequence from the top: Balance, System, Stimulate,
    Civilization.

    You will see a disturbing
    cutscene where you are given an ultimatum by the devious Saavedro. As soon as he
    is finished with you, SAVE YOUR GAME
    IMMEDIATELY!

     
     

    End Game
    Scenarios

    Well, you could be finished here in
    Narayan.  You have turned on all the power. And, your ticket home (Tomahna)
    is the linking book sitting right downstairs on the podium.  However, you
    need the Releeshan linking book Saavedro stole in the first place.  You
    don’t want him left here with an opportunity to reach Tomahna. And, you don’t
    want to go back to Atrus and Catherine empty handed do you?  Remember what
    Saavedro said about the doors being left open behind you?  What about his
    potential access to Atrus, Catherine and baby Yeesha?

    1. You can immediately pull the switching
    lever.  If you do this, Saavedro will prove himself to be the lying lout
    that he has been so far.  He will toss the Releeshan book away into limbo,
    jump into the gondola and take off.  This leaves you stranded till infinity
    and beyond!

    2. You can follow him out to the gondola area
    where he waits.  But, if you are out there too long Saavedro will drop the
    Releeshan book and go after you.

    If you go out again, you will get the same
    reaction but no hammer this time.

    If you try a third time:  Look out
    immediately!

    3. Here’s the best scenario:  Run upstairs
    and throw the power switch on the main generator.  Both of the force fields
    (gate too) will close, trapping Saavedro outside of the control room.

    Come back down the stairs.  Face Saavedro
    through the gate.  He’ll finally give the Releeshan book back to you,
    trying to bargain for his freedom.  Is he pathetic or what?  He can’t
    go anywhere without power and he can’t come back in the control room.

    Here’s your chance.  Turn around and set
    the switching lever to the right.  Of course it won’t do anything yet,
    because the main power is shut off.  Go quickly back up the stairs and turn
    the generator back on.  This will activate the gondola and a grateful,
    happily waving Saavedro will bid you adieu, hop in the gondola and return to
    Narayan’s Lattice Tree, where he now knows “they are alive,” including his
    beloved family.

    After he sails away, go back down the stairs,
    turn the switching lever to the left to open the force field.  Go out
    through the left exit, down the stairs to the Tomahna linking book.  Click
    on it.  It will transfer into your inventory. Click on it to bring it up,
    open it and return to a relieved and happy Catherine and Atrus, as they receive
    from you the precious Releeshan linking book.

    So it is said:   “All’s well that
    end’s well.”

    _____________________________________________________________________________________

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    05/2001  GameBoomers

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