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Myst III: Exile

by GameBoomers 6 sections about 75 minutes to read

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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