Myst III - Exile - Part 1 Solution by Peter Clark The game begins with you overlooking a desert scene. You hear a voice from behind. Turn around and you are greeted by Catherine. She welcomes you to the age of Tomahna. She tells you that Atrus is busy and suggests that you wait for him in his study. Go into the study and look around at the items on the desk and shelves behind the desk is a book with a broken link to Ghen's Age in Riven. Read the note on the desk and look on the other side of the room where you will find a pedestal on which is the Releeshan Linking Book. Turn around and Atrus will enter and greet you in preparation for a journey to Releeshan. Suddenly everything goes haywire and you finish up in J'Nanin. J'Nanin. On arrival, you see the thief from Atrus's Study run around a corner. Follow him and you will see him disappear up a ladder and into a tower. You can see him inside but trying the door is no help as he has locked it behind him. Go back down again onto a curved pathway. On the right, you will see a ladder leading down to the beach. Go down this ladder and, when on the beach, go to the right and follow the beach to the end. Look up to the right and you will see a post with a circular lens on top. Examine this and you find that you can get different views from it and rotate it by touching the circular bar under it. If you have explored the island, you will have seen that there are seven such posts. They each have a coloured ball on top. Nearby, you will see that there is another post with a round object on top and another ball-like building on a pedestal sticking out of the sea. Leave this alone for now and follow the path around the crater. Halfway down is a broken post and at the end are some steps leading both up and down. At the top of the stairs is a building shaped like a tusk. The door is locked and it has a window above it with a symbol carved on it. From here you can see most of the island with its tusks, posts, stairs, bridges and pathways. Go down the steps through the windy place. Note the sound that you hear here. You will arrive at a glass building. Go into this greenhouse building and pull the handle. This will open the door to the inner part of the building. Go inside and go forward to the Tower door. It is locked. Behind you is a red button. Push this button to open the door to the Tower and go inside. It appears that this is some kind of workroom with a hammock in it. Look in the hammock and you find a book. Read it and you discover that it belongs to Saavedro. Have a good read as you may find some clues. Look around the room and you see a balance with some weights on it. Note the position of the weights for later reference. There is also an experiment on the table that you can play with. Make a note of the positions of any other coloured balls that you may see. In an alcove you see a wooden contraption. Look behind it and you find a door. It is, in fact, a lift. Go inside and use the lever to make the lift go up. At the top you will see Saavedro. He thinks that you are Atrus. He fiddles with some machinery and a cage appears from the floor. There is nothing more that you can do here so press the button to take the lift back down. Look around to the side of the lift and you see that you can operate the lift from outside. Use the lever and watch the lift go up. When it has gone, look down and you see that there is a pit under the lift. Jump down and you see four pieces of machinery around the walls. These must be set right before you can get into the Laboratory above. Check Saavedro's book for diagrams of these. Firstly we must deal with the machinery with three small weights. Click twice on the left and right hand weights but do not touch the centre one. Next, to the right you see a sort of cylinder on the end of an arm that is connected to a central ring. Click on the cylinder that you see to make it revolve and then once on the central ring to make the ring turn to the right. Click on the cylinder that now faces you and then again on the central ring. Do not click on the third cylinder or the central ring again. Next to the right you see a sort of switch. Click on this once to that the lever moves towards you. To the right again and you see two cogs. The one on the left has one large gap in it. Turn the left hand cog so that a tooth on the right hand cog fits exactly into the gap on the left hand one. Now go back up out of the pit and call the lift back down with the lever. Enter the lift, close the door and use the lever to go up again. This time the lift revolves before rising and when you arrive at the top you see Saavedro disappear and the cage disappear again. You can now leave the lift and enter the Laboratory. Inside, you will find some of Saaverdo's pages. You will keep finding these around the place. Press the blue button on the central rail and three projectors will appear from the walls. You start to see a video of Atrus but Saavedro buts in and tells you to find three symbols. When the video is complete, go to each of the projectors in turn and examine the pictures in them. By moving the pictures around you are able to centralise the window of a tusk with a symbol on it. Each of the symbols is etched into the projector and, using the controls on each side of the projector, one of which controls the zoom and the other the focus, it is possible to align each of the symbols with the appropriate window. When this has been done, go to the lift and pull the lever to lower the lift. Now you can open the lift door and operate the lock on the outer door. Open it and leave. Now you have to find the Linking Book for Amateria. Amateria Linking Book. From the laboratory tower, head towards the nearest tusk. This is sort of half left. Towards the left hand side of the rock by the tusk is a hole leading down. Go down the ladder and you find yourself on a walkway leading to a door. There is a cylinder blocking the way so go back up the ladder and go to the far end of the rock behind the tusk. There is another ladder down the cliff. Go down and you see that there are two levers here. You can also see the walkway with the cylinder on it. You have to get cylinder right o the right hand side so that you can get to the door. The sequence of lever pulls is: - Left, Right, Left, Right. Now go back up the cliff and down the hole again. When you get to the door open it and go inside. Unfortunately, the floor has been smashed and you cannot get across. Return up the hole and down the cliff. Use the levers to roll the cylinder into the hole in the floor. This is done using the levers as follows: - Left, Left, Right, Right. Now go back to the room with the broken floor and, this time you can walk across to a sort of plinth with a marble puzzle on it. You must put the marbles into the same sequence that you saw in the tower. Starting from the outside marble and working inwards imagining a clock face they should be in the following positions: - 11, 4, 6 and 9. Press the central button and a basket will descend with the linking book in it. Click on the book and of you go to Amateria. AMATERIA This an oriental land with a large pagoda in the centre. There are some raised tracks that you cannot use. Use the track that leads to the central pagoda and on your left you can see a hexagonal control panel. There are many buttons on it. There are tow more of these and they are means to close the gaps in the walkways that you cannot currently use. Three boxes mean three puzzles and you can complete them in any order. Head off across the bridge and, at the next junction, you will see the linking book back to Jnanin. Follow the path into the tunnel and go down the stone steps. At the junction, turn right. Go past the lift and follow the path. Near the end you will see a ladder on the right hand wall. Go up and follow the track. On the left hand side there is another control panel. Use the lever to raise the platform and then use the control panel lever to start the ball rolling. The ball will get so far around the track and then shatter. Watch the path of the ball through the cogs on the control panel. This is the sequence that you must set to solve the puzzle. Go back down and into the tunnel and carry on along the path. You will come to some black stepping- stones. Hop along these and, at the end; you will be able to climb up onto the roller coaster. At the end of each loop there is a platform with a panel on it. Each of these panels has to be set to the position shown on the control panel above. The easiest way to complete the puzzle is as follows: - Go to the loop where you are facing the setting sun and set this panel to the 10 o'clock position. Go back onto the track and go through the buzzing force field. Follow the track down to the junction and go straight through. At the next loop, set the panel to the 12 o'clock position. Back onto the track and carry on to the junction. Go straight across the junction and set the next panel to the 2 o'clock position. Go back on the track and follow it to the central junction where you should take the middle exit. At the next loop, set the panel to the 4 o'clock position. Now return to the track, carry on along it to the next loop and set the panel to 6 o'clock position. (It took a bit of time but I found that it was best to save the game at each point and then return to the control panel above and try it out before setting the next panel.) When all five panels are set, return to the control panel above and set the ball loose again. If the panels on the roller coaster are set correctly the ball with complete its circuit and the tope of the control panel will open showing a bridge closing. It will then close and you will see on it a pattern. Make a note of this and the colour. Now go back to the point where you arrived on the island and follow the steps down again. Take the right hand tunnel at the junction and you should find the lift. Take the lift up and, at the top, you should see a metal channel balanced on a huge gear wheel and a track at either end. Go back down and follow the path to the right. Go along the wooden path and onto a mud bank with a green pool by it. Halfway along the path, on the right, is a platform that you can ride up on by pulling the lever. Go up and look at the equipment that you saw from the top of the lift. There are three levers here that control the balance point of the giant cog and tube. Experiment with them to get the feel of what they do. The other lever releases a giant ball that will travel some way along the track before shattering. Go back down and along the mud bank to the building at the end. Go inside and you see a balance weight in the form of a ball. There are several segments available to place on the ball. If you have played with the balance in Saavedro's Room, you will be able to work out that the spare segments are made of wood, iron or crystal. Further experimenting shows that wood = 1, crystal = 4 and iron = 16. We need a total weight of 22 to balance the counterweight. So we have to add 2 wooden segments and 1 iron segment to the ball in the hut. Having done that, return to the control panel and set the pivot point to the left. Pull the lever and the ball should travel its course and close showing another bridge rising and another symbol. Make a note of this and of its colour. Now return to the point at which you arrived on the island. From this point, go down the ladder towards the glowing rocks and across a wooden walkway that leads to a green mossy path. About halfway along this path, on the right, is a gate. Go through the gate and pull the lever next to the control panel. You will rise up into the air. In front of you are three pegs that fir into the holes in the two wheels. Pulling the lever across releases a large ball that runs around track and into a cup. It will eventually fall into the sea. You have to set the pegs in the correct holes to stop this happening. Put the pegs into the holes as follows: - Left hand wheel. - top segment and the next to the right. Right hand wheel. - The ten o'clock segment. When you have done this, pull the lever. If you have the pegs in the correct segments the ball find complete its trip around the cups and the control panel will show you another bridge and another symbol. You should again note this symbol and its colour. Now you may return to the central pagoda. From the point at which you arrived on the island, go across the walkway towards the pagoda. There are still gaps in the pathway. On the left of each gap is a control panel. Set each one with one of the symbols that you noted on the other control panels. I don't think that there is any special order. As each one is completed the walkway is extended. When you arrive at the pagoda, go inside and a staircase will appear. Go up and sit in the chair at the top. Press the button and you will hear Saavedro talking to you. Pull the lever above the viewer screen and you go up in the air. At the top, you will see a complex puzzle in front of you. You need to set the pieces so that they form a path. A picture of the solution is attached to this walkthrough. When you have completed this, look up and press the blue button for the ride of your life! At the end of the ride the symbol for Amateria will appear. Note this symbol and then go to the Linking Book and return to J'nanin. When you return, you will be in the Laboratory. Place the symbol that you got from Amateria on the blue disk near the blue button. You will hear from Saavedro again. You can ignore him if you wish. Go out of the door and find your way to the position where you first saw the dome-like object that sticks out of the sea. Turn the handle until you get maximum reflection of sunlight from the dome. This should take four clicks. Near there you will see a post with a yellow ball on the top. Stand with your back to the reflecting dome and turn the post until a beam of light shines from the right hand side of the post. Look through the post and you should see that it is pointing to the blue post. You now have to align the whole seven posts in the correct order. Remember to stand with your back to the reflected light each time. The order to align them is as follows: - Yellow, Blue, Green, Red, Yellow, Purple and Red. (Note that there are two Yellow and two Red posts.) When you have completed this, look through the last post and you should see that there is a rainbow shining on the Tusk. You have to press the buttons on the door in the same order as you set the posts to open the door. Once inside, look at the plinth with the marbles on and set them the same as you did in the Tower. (Starting with the outermost marble as (1) Set 1 at 7 O'clock, 2 at 9 O'clock, 3 at 6 O'clock and 4 at 3 O'clock. A basket will descend with the Linking Book to the Voltaic Age inside it. Click on the book and off you go. To be concluded next issue - o -