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Myst III: Exile Walkthrough

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Myst III: Exile Walkthrough > J'nanin
J'nanin
Amateria
Voltaic
Edanna
Narayan
Things are going pretty well here in J'nanin, so now would be a good time to keep going, go up the next set of climbing hooks which takes you to the top of the island. To your left (and behind you) is the Tusk that links to Edanna - no good going in here yet though, we don't have the access codes (we need to get into the main tusk for those), instead, we'll take a right and head along some bridges towards that Green orb from earlier on. Notice as you get closer that there is a Red orb opposite. Firstly to the Green orb on your left. Take the steps to it and rotate it until it relects towards the Red orb, and then go to the Red orb directly opposite. From the Red orb here, the light needs to go past the Edanna Tusk and over to the second yellow orb on the rocky extreme of the island. When you have the light aimed here, its time to take that golden bridge across to the Edanna tusk and keep going onwards and upwards. You come to a fork in the path - head left to reach the Yellow orb. Aim this across to the Purple Orb only a few meters away.
Almost done, we need to aim the Purple orb towards the Red orb that we started off by circling, after doing this, head straight on (not back the way you came) and down the slipway. I hope you have some spare socks here - don't fall in! You'll need to jump from rock to rock, then along the beach and up to the final, Red orb. Aim this across the Island and towards the tusk that was close to the stairwell, not the Edanna one, nor the one that's behind you on the extreme of the island. You should now take note of the Orb arrangement (see Fig 1) the light should take that path, and the orbs will have those coloured tops. Those coloured tops must have a meaning to them, so its important to write down the order in which they move around the island: Yellow, Blue, Green, Red, Yellow, Purple, Red.
Go around to the stairwell that takes you deep down into the island, and to the water. Enter the stained glass building at the foot of the main tusk , but this time, after going past the first lever - you'll want to go right, through the gate you should have opened on your first way through, if not, just look behind you and push that button! Once in this new room, we can see Saavedro's Bedroom - quite a simplistic fella, isn't he? Take a careful look around, play with the items on his desk, and them walk over to the hammock. On here is a leaf - his pillow - no wonder he went mad - and notebook - a very important notebook. Pick it up and have a quick browse through, taking note of the diagrams towards the final pages.
Walk over to the wooden lift behind you as you look at the hammock. Going around the right of this, you come to an entrance door. Go into the lift, on the wall in the lift is a lever. Pull it down once - the lift raises you into the top of the main tusk where Saavedro is waiting. He's a moody little bloke, but after reading his notebook - you can understand why. Listen to what he has to say, it will be of use to you later in the game. Sadly, we can't get out though - he looked the door to stop us following him. Back down then I suppose. Once you are back on the ground floor, get out of the lift, and by walking as far right as you can, pull the lever to raise the list without being inside it. The lift will leave, and you will he able to get into the pit beneath. Do so. Once down here, it might be a good idea to look at the notebook, and look around you - notice the four contraptions within the walls of the lift shaft and the matching symbols in the notebook. Modify each of the contraptions so that it matches exactly the diagrams in the book. Climb out of the pit, and call the lift.
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When the lift arrives, get into it, and pull the lever to raise it; this time the lift rotates through 180° before moving up the shaft, so now the door will be facing the inside of the main tusk. When you arrive - Saavedro makes a run for it, he still thinks you're Atrus, and he isn't too keen to see you.Walk over to the gap in the ring surrounding the pit that Releeshan got put into, on your right hand side is a button (on the end of the handrail) push it once. UhOh, its Saavedro again - boy he's vengeful! Listen to what he has to say - "Find the three symbols, Atrus..." Hmmn, there were three tusks, there are three viewers on the walls of the central tower.
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| Walk to any of the three viewers, then find the appropriate symbol in the diagrams opposite, and move the viewer (with both levers, or your had to move the direction) to the appropriate positions on the dials. Then take note of the positions of each of the four controls and the symbol for each of the three viewers (or you could just cheat and take them from the diagram). |
We managed to inflate a path to get into the Edanna Tusk, but before we go off to Edanna, it would probably be a good idea to open the doors of the other two tusks. Leave the main tower by walking over to the lift, pulling the lever on your right, and walking through the two doors to get outside (note that there is a lock on the second door, simply pull it back to release it).
Walk along the bridge, climb down the rock face and head left, towards the Red orb that you started your J'naninian journey from, when you are at the Red orb, go right, and to the Tusk over the bridge, on the very edge of J'nanin. Notice the window has the Amateria Symbol in it - this is the Amateria Tusk. Go to the very edge of this rocky extreme, and spot a whole in the floor, go down the step ladder. Your now on a golden walkway, looking to your left you'll see a big golden disc. Doesn't look like we're going past that thing, back up the step ladder. Walk left, to the edge of the jutting out rock, nice view over the sea - huh? Take a look down and there's something you'll get used to seeing by now - its a step ladder, click the base and climb down. Infront of you there is a set of control levers, left and right. Try moving the left one, the platform infront of you moves, now try the right one, the platform moves to a different configuration. Keep moving the platforms until the golden disc is on the FAR right side of the platform, then ensure the platform is raised up so that the golden ladder touches the whole.
Turn around and climb back up the ladder you've come down, then over to the stepladder that took you to the golden walkway. Climb down it and walk all the way to the left. You can now open the door and get to Amateria!! Yey. Open the door... Damn, the floor's caved in and theres a big whole between you and that book halfway up the tusk. If only there was something big, round and movable that we could get into this whole. You got it, we need to move that disc again. Walk and climb around to the pathway control levers opposite the golden pathway, pull the levers until the golden disc moves into the tusk, plugging the whole. Our work here is done. Now all you have to do is go back into the Amateria Tusk, and study the contraption in front of you - four circles, four controls - just like the main tusk. Take the locations of the Amaterian viewer (Fig4) and translocate them onto the dial. Push the central button and the linking book to Amateria Arrives.
After you return from Amateria, place your sketch onto the book throne (opposite the button to open the viewers and see Saavedro's message). Saavedro talks to you again, "Find the remaining two symbols, Atrus." Where you go next is up to you, I have chosen to visit Voltaic, but whether you go here or Edanna does not matter, just make sure that you put the right control locations in the concentric circles in whichever tusk you go to.
Talking of Tusks, that Voltaic tusk still has a locked door. Walk up to the tusk you have not yet visited (close to the stairway that leads into the watery heart of J'nanin), and pay close attention to the door - 5 colors, 5 buttons. Remembering the sequence in which the light reflects around the island (Yellow, Blue, Green, Red, Yellow, Purple, Red), push each button in the order they come in that sequence, Yellow first, then blue, then green, red, a second yellow, purple and lastly red. Pull the handle on the door, and it opens. Walk in to the tusk and you'll find the same setup as the last one - four circles, four controls. Take the locations of the Voltaic viewer (Fig2) and translocate them onto the dial. Push the central button and the linking book to Voltaic Arrives.
You've been to Tomahna - Atrus and Catherines home; Amateria - The mystical world of balls and physics; Voltaic - A watery canyon of mechanisms and J'nanin - that place your in now. Only one place remains, Edanna - A giant tree with plenty of inhabitants. Take a gentle stroll over to the Edanna tusk (after placing both sketches on the book throne and seeing Saavedro), the only one we haven't yet been to. We've inflated the plant with the Squee's call, and simply opening the door shows us the last device with the circles and controls. Take the locations of the Edanna viewer (Fig3) and translocate them onto the dial. Push the central button and the linking book to Edanna arrives.
You have all three sketches, place them in whatever order you found them onto the book throne, the book cage opens, the book is in reach! Saavedro talks to you once more, approach the linking book to Narayan, Saavedro's lost home and continue your journey to the final age.
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