Myst Journey

Myst 3: Exile

J'nanin

Is there a way to follow the intruder into the building?

You can examine the window numerous times and spot the intruder inside pacing around the room. There's no way to break open the door and burst inside the room. Instead, you must find an alternate route inside the dome.

What do I do with all this stuff on the desk here?

Here you can learn many concepts you will need to know later on in the game. For example, when you electrocute a pitcher plant, it releases whatever was inside it. Another thing you must learn is how the three different kinds of weights relate to one another. Metal is four times heavier than crystal, and crystal is four times heavier than wood. Also you need to grab the journal in the hammock.

How does the elevator work?

The elevator isn't rotating correctly. Thus, when it reaches the upper floor of the dome, it's turned the wrong way, and you aren't able to exit onto the upper floor. You must find some sort of elevator controls to make sure the elevator operates properly. Try looking underneath the elevator. Send the elevator to the upper floor, without you on for the ride. Then explore the elevator shaft with the elevator out of the way. The mechanisms should look familiar if you've read the journal you found in this room.

What do I do inside the building?

Examine the telescopes carefully and take note of the main landmark each telescope can focus in on. Practice adjusting the telescope controls; notice how the controls alter the viewpoint of each telescope. The small spheres around the telescope image are extremely important--particularly the positions! Since you can't take them with you, this is definitely something you should jot down in your notes.

What are all these rotating lenses I found all over the island?

These are used for reflecting light. First, you need to find a light source.

This can be found on the seashore. Once you've got some light to reflect, try and aim it somewhere. The important thing to take note of is the order of the reflectors the light travels through on the way to its destination.

How do I get into the giant tusk with the circle design on it?

You have to get the big barrel out of the way. There are some controls nearby that allow you to raise and lower the platform you're on. The ladder leading to them is very well hidden at the far edge of the rock outcrop here. Try playing around with them to open the path further.

How do I get into the giant tusk with the bird design on it?

There's no bridge to the door, so you must make one yourself. At the very bottom of the island, by the lagoon, you will find three plants. One is the home of a squee, a small rodent-like creature, the second forms a small bridge over a stream, and the third is a plant with red spores all over, the same as those underneath the bird-tusk door. Try playing around with the three plants here to see what reacts to what and how. Apply this lesson to the spores under the door of the tusk.

Puzzle solutions

  • Elevator mechanisms - First, standing outside the elevator door, zoom in on the lever on its right. Raise the elevator from outside. In Saavedro's journal are four diagrams that show the solutions to the four mechanisms in the elevator pit.
  • Rings of Beads - To gain access to any of the lesson ages, input these patterns: Edanna, Voltaic, Amateria
  • Reflectors - Line up all the reflectors so that the light from each one travels to the next in line. When you get it right, the door to the Voltaic tusk will light up in a rainbow. Press the buttons in this order: Yellow, Blue, Green, Red, Yellow, Purple, Red.
  • Squee spore bridge - When facing the Edanna tusk door, take the ladder down two section. Over a few paces are three plants: a cone-shaped squee house, a water plant and some squee spores. Lower the water plant to make a bridge, then press on the bulb at the top of the squee house. Now go back up the ladder to the wall of squee spores. Here there is a large flower. Aim the flower here.
  • Barrel o'fun - At the farthest corner of the rock outcrop next to the Amateria tusk is a ladder to the control panel here. Hit the control levers in this order: L, R, L, R. Now make your way to the hole in the rock with the ladder up to it, go down the ladder and open the door down here. Go back to the control levers and hit them in this order: L, L, R, R.

Edanna

What do I do with this yellow plant I can look through at the top of the age?

This is a lens plant, it can focus sunlight into an intense beam of heat. The sun for this plant is being blocked by a shade plant right behind you. See if you can find a way to make it retract its leaves.

What is this thing elecrtocuting the plants in this small pool?

This is an electra ray. You need to move him somewhere else in the age using the siphon plants scattered around the place.

When I try to swing on the trapeeze, why do I just hit this log bridge in the way?

You need to destroy the bridge to get to the next area. Look to your right to see something you may have overlooked. Try playing around with this device to see what it does. Remember that squees are easily startled, and that berries can be rolled around.

How do I get mama bird out of the plant?

Remember the lesson in the room at the bottom of J'nanin? How did you get that pitcher plant to open? What is there in this age that generates electricity?

I'm in a swamp with a giant blue flower, what now?

The paths in the swamp are very well hidden. There is a path going behind each of the two lotus plants, one to a reflecting orchid, and another to a shade plant. You must find a way to get the flock of butterflies from one lotus to the other. Try playing with sunlight, and try playing with the spore puffers found on the ground behind one of the lotus plants.

Puzzle solutions

  • Squee trap - When standing before the trapeeze plant, look to your right. Swing over to the squee trap. Use the device to raise the trap. Go over to the branch with the berries on it and shake one off. Looking down, roll the berry to the left, out of the way of the trap. Walk back behind the device to slide back onto the main path. Go back to the trapeeze and when you see the squee eating the berry, pull the lever next to you to scare it away and destroy the log blocking your path.
  • Mirror orchids - Standing at the thorny roots near the second siphon plant and the mural, there are two paths. Take the right path. Going along this path you will see three mirror orchids. The first one is out of your reach and you can't adjust it. The second one has no light coming to it. The third one is the main orchid. Aim the main orchid at the second one. Looking through the flower, it's the orchid on the left. Go to the second orchid and aim it at the tongue plant you'll see. Now go back up to the thorny roots and take the left path. Follow this path past a green-lit pool where the third siphon plant it. Siphon the electric ray into it while you're here. Continue along the path back behind the pool. Go across the extended tongue plant and walk up the mushroom-lit log. Continue walking up until you come to a yellow lens plant with a mirror orchid above it. Go around the front of the lens plant and adjust the mirror orchid here to face the back of the lens plant. Make your way all the way back to the main orchid from before. Now aim the main orchid at the first one that you can't adjust. Watch the cutscene with the siphon plant bursting, letting the electric ray free to make the pitcher plant release mama bird. After the cutscene, aim the main orchid back at the second one that you used to extend the tongue plant.
  • Lotus flowers - Go back behind the first lotus flower you see. The path is well hidden, so look carefully. At the end of this path is a mirror orchid. Aim the light at the stamen of the louts plant. Head back to the main path and continue toward the second lotus plant. At one point along the path there are two vines with white flowers hanging on them. Walk between the two vines to discover a shade plant. Make the shade plant open its leaves. Go back to the main path and continue along to find a large blue root with an obvious hole in the side. Instead of going in the root, turn around and walk behind the lotus plant here. At the bottom of it is a very large spore puffer. Make it release spores up to scare off the butterflies. Now head into the large blue root. At the end of the root you'll find yourself inside the first lotus plant you saw. Pull on the insides to make it call mama bird.

Voltaic

I can't open any of the doors here, why not?

Because there's no power flowing to them. The first door you see in this age is the last one to open. There's another door just like it later in the age that runs on hydroelectric power. You must first connect the drive shaft to the generator above it, and then you must find a way to start the turbine spinning.

How do I turn on this gigantic electromaget?

If you zoom in on the viewing window, you'll see three rows of contact points. Make all of them line up on all five sides of the generator. Once you get it right, the window will close and the generator will power up the rest of the age.

How do I turn the steam on?

In the lava room, first you must drain the lava so you can enter. Inside, raise the platform up to the very top of the room to reach the fan switch.

Once the fan is on, drain the lava again and leave, but remember to fill the room with lava once you're out.

What do I do with these four red valves?

First, you must turn the steam on. Once that's done, you can use these four valves to adjust the pressure in the main chamber. There is a red line that shows the correct pressure. There are actually three levels of four valves each, you must use these to change the pressure to the correct point. The problem is, you need sufficient pressure to make the elevator go up to the next level. Yellow is the second level and red is the third. Once you have the right pressure, around the corner to your left is the valve for the main chamber.

Puzzle solutions

  • Hydroelectric turbine - First, go up into the control tower and make the water flow on the side of the turbine. Now walk over to the locked door and go down the ladder here. Open the maintenance door and crank the shaft up until it locks. Go back into the turbine and at the far end there is a broken window. Look through this window and push the blades of the turbine out into the open position.
  • Electromagnetic generator - Without moving anything else, push the top row 2 to the right, the middle row 1 to the right and the bottom row 5 to the right. If you messed up where they are, make window 1 (the window closest to the ladder) look like this. You'll know you have it lined up right when the window closes and the generator turns on.
  • Lava room - Up in the control room, lower the lava. Go down the ladder into the room itself. Raise the platform up. Move the gear over to the left side. Raise the platform up again. Go forward and turn the fan on. Lower the platform once. Move the gear to the right side. Lower the platform all the way. Move the gear over to the left side. Go back up to the control room and once there fill the room with lava.
  • Steam elevator - First, close all the valves. Raise yourself up one level. Close three of the valves here. Raise yourself up to the top. Close one valve. Lower yourself one level. Open one valve at the middle. Lower yourself to the bottom. Open three valves here. At the end of it all, there should be three open at the top, two open at the middle and three open at the bottom. Around the corner to your left is the main valve.

Amateria

What am I supposed to do here?

This age is made up of three puzzles that connect to each other: the balance, the resonance rings, and the rotater. Once you solve all of them, the path to your goal will open up. Remember to write down all three patterns made of hexagons, as well as what color border they have.

Why won't this mechanism balance out right?

Every balance needs both a weight and a counterweight. The counterweight here needs to be manually changed. It's hidden from view down the path to your left. The weight (the ball that the crystal sphere knocks down) is made up of 7 wood pieces and one crystal piece. You must find a way to make both sides of the balance even.

What's the deal with these rings?

These are resonance rings. They need to be manually adjusted to the correct setting so that the resonance turns off when the crystal sphere comes through. Using the control panel for this puzzle, find when the sphere passes through which ring, and set them accordingly.

How do I solve this rotating puzzle?

There are two dials and three pegs, with a fourth peg locked permanently in the left dial. The pegs stop the machine from rotating and the launch the sphere to the other side. Trial and error is the best way to go about this. The sphere starts by flying up the closest rail. The second rail it should go over is the one farthest away from you. Find a way to make it do this.

What do I do with these nine circles with designs all over them?

This is what you use to connect the three puzzles in the age. Starting in the lower left corner, trace out a path to the middle of the right side. Then, following the yellow line on the edge, trace a path from the lower right to the middle of the left side. Follow the green line, and go from the top left to the middle of the top. Now, make sure you can go from the end of the blue arrow to the start of the red one with no breaks. Above and behind you is a blue button. Follow the path you just made.

Puzzle solutions

  • Balance - The counterweight should have 1 metal piece and 2 wood pieces on it. The fulcrum of the balance should be to the left.
  • Resonance Rings - Looking from the perspective of the control platform, the settings for the rings are as follows: lower left ring: 2, top left ring: 4, top middle ring: 1, top right ring: 3, lower right ring: 5. They must be set manually from inside the puzzle itself.
  • Rotation - Put the pegs like this.
  • Three hexagons - These may be input in any order: Balance (yellow), Resonance (blue), Rotation (green)
  • Pathfinder - Make it look like this.

Narayan

What are all these symbols on the walls?

These are phrases in Narayani, the language of this age. In the journal Atrus gave you, he wrote down the passwords to open the two shields around this chamber. Translate the four phrases into Narayani and enter them into the two spheres you find in here. If they don't work, try turning the power on from upstairs. The first word goes at the top, the second on the right, third at the bottom and last on the left. The phrase about nature goes at the top of the three, the phrase about energy goes on the left and the phrase about change goes on the right. The phrase about civilizations goes in the other sphere, and you won't be able to translate it until you get the other three.

How do I make Saavedro give Releeshahn back?

Make him regret stealing it in the first place by threatening him with eternal imprisonment. Just don't make him mad and then let him loose in the chamber. And remember his words about how linking books always leave their doors open...

Puzzle solutions

  • Three poems - The poem "energy powers future motion" goes on the top. The poem "nature encourages mutual dependence" goes on left. The poem "dynamic forces spur change" goes on the right.
  • Fourth poem - Make it look like this. You can't translate it without first inputting the three poems.

Related: Official Prima strategy guide (PDF), via Internet Archive