Myst III: Exile

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
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.
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.
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)
2. Crank
click the left weight twice leave the center weight alone click the right weight twice
Flip the screw bolts by clicking in the
3.
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.
Switch
4. Gears
- Just pull the rod toward you.
- 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.
EdannaReturn to the elevator and
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
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.
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.
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.
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.
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.
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.
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
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!
View this guide raw, exactly as the archive holds it