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Home » PC » Myst 3 - Exile » Myst 3 - Exile FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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A. First Day of Class
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J'Nanin is Atrus' "training Age." This is where he taught his son's about Ages, and how to write them. It also taught them how to ruin the ages. Once you are back on terra firma, follow Saavedro. This does no good. He beats you into the tower, and locks the door behind him. Take the point that you are at, and turn around, and look at the lay of the land. You will be seeing a lot of it. You should see little street-lamp towers around you, and another tower, this time tooth shaped, in front of you. To your right is a path leading up a mountain- like slope. That's where you need to go.

B. To Saavedro's House We Go
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Don't just go there. Pay attention as you go. You will hate this place when you finally finish this game. You will loathe it, but not as much as the other
Ages. Take the only path to the right, until you come to a fork. There will be a right-hand path with steps. Go down that. Follow the steps, noting that on the left there is the option to go onto a small platform (You'll need to go there later). By now you should see a door, an entrance to Saavedro's House.

C. Breaking and Entering
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The door is unlocked, contrary to the misleading title. When you first get in, click on the small mechanical device and open the gate to the left. Go through and look at the small garden. There is a button, push it, and a mechanical device will activate, allowing you to enter into the rest of Saavedro's House.
Now for the thievery. On the hammock in the main room is a journal. This is
Saavedro's journal. He has put all his thoughts into it, and it details his plans, and gives you an understanding of why he's psychotic. Unfortunately, you only have a few pages worth. The rest are spread about the four puzzle Ages of the game. The pages you have now will be of great help in a few moments. While you're here, take a look around. Remember especially the weights, and the plants. That is, remember them if you want to at least be able to say that you thought out and tried to solve the puzzles on your own.

D. Going Up
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At the end of the room is an elevator. Get inside and you'll see a lever on the left. Pull it, and you will go up. Press Esc to skip the short (and rather annoying after a while) cutscene. You will arrive just inside of the tower you tried so hard to get into when you first arrived here. There is a short cutscene where Saavedro will mistake you for Atrus (he will until the end).
After watching that, you can look around. You'll have a door to your right, and a window to your left. The one on the right leads outside, but you cannot get out there. The window on the left shows you the inside of the tower.
Click on the window to magnify the view, and see Saavedro walking about, talking to himself, although calm. Pull the lever again, and go back down. Now, there has to be some way to get in that tower... But how? It's so simple, you'll question why you're reading this, and why you didn't think of it before.
Get out of the elevator, and pull the lever. It will go up, unmanned. Look at the area where the elevator was. You should see some mechanics, and they should look familiar. They are the mechanics that you saw in Saavedro's Journal. (I told you that the madman's thoughts would come in handy.)

These are the answers to the mechanical puzzles. If you want to try and do it on your own, skip this paragraph and continue on. The puzzles are not that hard. You were given the answers. There are three levers that you will see in a row. Pull the one on the left two times, and then pull the one on the right two times. That's it for that puzzle. The next puzzle is a wheel type puzzle.
You will have a tube facing you, click on it, and then click to the right of it, to rotate the wheel. Click on the next tube to rotate it, and then rotate the wheel again. That's it for this puzzle. The next two are simple. Solve the next puzzle by clicking on the lever. It will move and solve the puzzle. The last puzzle can be solved by clicking and holding on the black gear until the empty portion of it is over the golden gear. That's it, you've solved the puzzles.

Get out from under there, and pull the lever again. The elevator will come back. Get in, and take it up. If you got the mechanics right, you'll go up slightly different than before. There will still only be one door, which this time takes you into the tower. The window will face outside. Open the door, and then the next door too. Saavedro will use the caged linking book, and will be gone. If you go to the right two clicks, and you look at the floor you'll see a few pages from Saavedro's journal. Two more clicks in the same direction will take you to the place where Saavedro disappeared. Click on the button to your right. A long and informative cutscene will start. I would suggest watching it.

E. A Birds Eye View
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After the long, but very important, and very informative cutscene, you'll see around you three box type objects. If you look at one closely, and you magnify it, you'll turn to a telescopic view. The image from the telescope corresponds with a window on a tower. Your job is to make the light fit into the window as best you can, using the levers. The lever on the left controls zoom, and the one on the right controls focus. Click and drag the image itself around to change where it is.

Folded Wing Bird Puzzle
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One more click to the right (which has become forward) and you will be at the first of the puzzles. Click on it to magnify it, and then use the levers to zoom and focus. Then, move the image. When you get it correct, the little balls around the edges will be in the following positions:
Outermost: In the middle between the South and Southwest marks.
Outer Middle: Barely above the Western mark.
Inner Middle: Barely to the right of the Southern mark.
Innermost: A little above the Southeast mark.

Spread Wing Bird Puzzle
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I will skip right to where the balls should be.
Outermost: In the middle of the North and Northwest marks.
Outer Middle: In the middle of the West and Southwest marks.
Inner Middle: Just to the left of the South mark.
Innermost: In the middle of the South and Southwest marks.

Circle Puzzle
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Again, I'm skipping to the solution.
Outermost: In the middle of the North and Northwest marks.
Outer Middle: In the middle of the East and Southeast marks.
Inner Middle: On the Southern mark.
Innermost: On the Western mark.

F. A Barrel of Fun
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Probably the least difficult of these three puzzles is the puzzle I have deemed
"The Barrel Puzzle." The object of this challenge is to move a big barrel into a door, to smash through and provide a floor. Now, all you have to do is pull a lever or two, and you're in. It's knowing which lever and in what order to pull it that's tricky. It's a lot more simple than it seems. Make sure that you open the door first. The tusk that you need to go to is the one that you were closest to when you first got to J'Nanin. You must first get the barrel into a spot so that you can open the door. So, go to the opening to the left of the tusk and look right. You should see a ladder. Go down that ladder, and you will be at the control console for the barrel. Pull the levers in this order, to open the path so that you can open the door. Pull L, R, L, R. Then go up the ladder, and to the hole in the rock. Go down that ladder, and to the door.
Open the door, and go back to the controls. Pull the levers in this order, and you'll be done. Pull L, L, R. That's it, the barrel is in, and you can go in and enter the code from the Circle Puzzle. Then click on the symbol in the middle, and the balls will slide back into their original positions, and the linking book to Amateria will come down. Click on the book, and you're done with J'Nanin... for now.

/-----------------------------------------------------------------------------\
|                                6. Amateria                                  |
\-----------------------------------------------------------------------------/

A. Arrival in a New Age
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Finally, some new scenery. A major change of place. This will be your home for some time, so look around and get to know it. I would have to say that this is the second most puzzling age, and is my personal favorite. It almost looks like a bad Chinese restaurant, which would suit the wise man of the mountain with the four main puzzles it contains, the final being one of the most complicated, and having the greatest finish. Anyhow, look around, see that your path is cut off to the right, that there isn't one to the left, and that one either of the remaining directions is a ladder, where you can go down to find three of the puzzles, needing the first three to go North to the last puzzle. I would suggest going forward, as it leads to one of the easier puzzles on the Age.

NOTE: There is a linking book back to J'Nanin three clicks forward from where you start.

B. A Balancing Act
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Go forward and follow the path down until you get to a fork. Take the right fork, and go one click forward and one click slightly left, and you'll be in an elevator. Click on the lever and go up, turn around and you will see pages from Saavedro's Journal. That's all you really need to get here, and all you need to look at. Take the elevator back down, and go to your right, and take the right fork. Follow the path all the way along until you get to a house, passing a control console. Go into the house and put one metal (darkest piece) and 2 wood (only other brown pieces) onto the partially completed ball in the middle of the room. Exit and return to the control console. Pull the lever on the left toward the bottom of the platform to go up, and then pull the top lever in the set of three, then pull the lever by itself on the right. This puzzle is solved. Make a note of the pattern shown in the hexagon, you'll need it soon.

C. All Pegged Up
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From the control console, pull the lever to go down, and then make your way back to the starting point. Once you get there, keep going, and you will eventually make it to a place where there is stone and grass. Five clicks after you get onto the grass, there will be an opening to your right. Go into it, and click on the door to open it. Go inside and turn around. Several pages of
Saavedro's Journal are on a rock behind you. Go onto the control console and pull the lever to go up. Put pegs in the following places. On the left wheel, put a peg above the blocked out peg (not the one at the bottom, the other one) and then one to the right of that. Then put a peg to the right of the one you just put in. On the right wheel, put a peg two wedges clockwise (to the left and up) of the empty bottom wedge. Pull the lever at the bottom, and you've solved this puzzle. Make a note of the hexagon shapes, you'll be needing it very soon.

D. The Trick to the Track
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Go out the door and to the right. If you keep going, you will end up on a track. When you walk into a circular part, you'll start vibrating. This will ruin the crystal ball if it goes through at the wrong time. You have to figure out how to get it to turn off as the ball goes through. Right next to a vibrating circle is a panel, with five settings. I have numbered them starting at the top left, and continuing clockwise. The panel that you originally walk through starts off as number 4, but needs to become number 5. If you follow the track you will come to a central area. The net track to your right should be changed from 2 to 3. Turn around and come back to the center. The next panel on your right should be changed from 5 to 1. Again, back to the center. The next panel on the right should be changed from 1 to 4. The last panel to the right should be changed from 3 to 2. When you get back to the center this time, go to the next right, and go as far as you can. You will see a bunch of rocks.
Climb on them, and you will get to a bridge with a painting. It is of Sirrus and Achenar laughing, and of Saavedro (who painted this) standing in the middle, calling for help, as the people of Narayan turn against him. After looking at that, which is a very good painting, in my opinion, go into the glowing hallway, and look to your left. You will see a ladder cut into the stone. Climb it, and follow the path to another control console. There are pages from the journal to your right. Pull the lever to go up, and then pull the lever to start the puzzle moving. When it is done, make a note of the hexagons and make your way back to the point where you first entered Amateria.

E. The Final Puzzle
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Now that you have all three hexagon solutions, (and you can't just skip here, you must solve the puzzles) you can get into the central hub. Enter the solutions, in any order, and then click on the door to get in. A set of steps will swing over, and you must climb them and the click on the chair to get in it. Then click on the button below the TV screen. Saavedro will insult you and tell you about Sirrus and Achenar. After he's done talking to you, look above the TV and you'll see a handle. Pull it, and the chair will go up. A wooden box will open up, and you must change the track around so that it starts at blue, and ends at red. To do so follow these directions.

Top Row
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Left: Click until the curve is vertical.
Middle: It should look like an upside-down letter Y, leaning to the right
Right: One of the curves (doesn't matter which) should be facing the red mark

Middle Row
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Left: Don't change, or change it however you want, it doesn't matter
Middle: Leave for last, and adjust so that it fits all of the other ones
Right: The small curve should face the top right

Bottom Row
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Left: The longest line should connect with the blue along the outside
Middle: The straight line should be horizontal
Right: The straight line should connect with the yellow along the outside

When solved correctly, it will form a path that starts at the blue, and ends at the red. When you think you have it solved correctly, look up and click on the blue button. If you have everything right, you'll know. WATCH THIS
CUTSCENE. It is the best I have seen in a long time. I could watch it over and over.
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