MYST III: EXILE
Walkthrough by Witchen
=O)
May
2001
Version 1.2a
Table of
Contents
Chapter
One - Tomahna
Chapter
Two - J'nanin
1.
The Wheel Puzzle
2.
The Garden House
3.
The Elevator Puzzle
4.
Voltaic Code
5.
Amateria Code
6.
Edanna Code
7.
The Rainbow Prism Puzzle
Chapter
Three - Voltaic
1.
The Water Wheel Puzzle
2.
The Circuit Cylinder Puzzle
3.
The Molten Lava Puzzle
4.
The Air Ship Valve Puzzle
Chapter
Four - Edanna
1.
The Squee Puzzle
2.
The Venus Fly Trap - Bird Puzzle
3.
The Purple Pod Puzzle
Chapter
Five - Amateria
1.
The Weight and Fulcrum Puzzle
2.
The Sonic Ring Puzzle
3.
The Pagoda Pinball Puzzle
4.
The Central Tower Bridge Puzzle
5.
The Central Tower Turntable Puzzle
Chapter
Six - Narayan
1.
The Age Symbols Puzzle
The Sun Room and Study
The game opens for you at Tomahna, high in the desert mountains. This is the residence Atrus has built for his new beginning with Catherine after he rescued her from the evil treachery of Gehn in Riven: The Sequel to MYST.
Catherine welcomes you with new baby daughter, Yeesha, in the Sun Room outside Atrus' study. She explains that Atrus will greet you shortly. He is busy checking the house over before they all leave on a vacation to visit the Releeshan Age, where the survivors of the ancient D'ni civilization now live. Atrus is worried about the house being secure in their absence, due to recent suspicious circumstances.
When Catherine moves to the left side of the screen and sits on a garden bench to play with baby Yeesha, enter the blue glass door of the Study. There are two doors. Your entry is on the left side.
Once inside the room, pan right and walk behind Atrus desk. You will see a leather bound book on an elaborate stand. Click on it. The D'ni emblem on the book's cover just may look familiar. It's the number five (5). It's the book for Gehn's Fifth Age. Open it to see the flaming holocaust left behind when Gehn's fragile work was demolished.
Leave the book and swing left to see interesting but nonfunctional items on the shelf. Pan down left to the top of Atrus' desk. Read the message to Tamon from Atrus. Atrus is definitely worried about security at Tomahna. It appears some nefarious soul is sneaking into the Study and is reading Atrus' journals. You will also get a very brief history lesson involving MYST and Atrus' heinously wicked sons, Sirrus and Achenar.
After examining all the other inactive items on Atrus' desk, look up and walk forward toward the encircled globe, encased on a bronze pedestal, across the room. Note the flaming red/orange gem suspended from the right side of the frame work. It's a D'ni fire marble, a source of light and great energy.
Click once on the glass globe to view the Releeshan book. It is securely locked. Click again to be greeted by Atrus, who apologizes for keeping you waiting. Atrus will give you his most recent journal concerning the Releeshan Age. Then, he starts over toward his desk to get the key for the Releesahn book in the glass case.
At this moment, you are suddenly interrupted by
the visitation of a wild looking, apparent mad man. He grabs the fire marble and
throws it, starting a fire in the draperies near Atrus' desk. The glass dome
breaks. You see the usurper take the prized Releeshan linking book, use his own
linking book to dematerialize, and he is gone. The thief's book drops to the
floor with a thud. And, whether you like it or not, you are going in after this
strange creature.
J'nanin is a barren island, or so it appears. It has a fresh water lake in the middle, at the bottom of a deep chasm. There are pathways, ladders and stairways all over the island. This island age will be a learning experience for you. You need to find Atrus' linking books and learn their use. First you need to find the thief and find out what he is up to.
This ragged larcenist has ducked around the rocks up a pathway to your right. Go forward twice. Pan to your right to see a metal ladder going up the side of the cliff. Climb it. At the top, pan down and cross the walkway to the thief's destination. It looks like an observatory of some sort. Go to the door and click on it. Through the portal, you can will see the thief pacing about holding the Releeshan book. Try the door. You can't enter yet.
Turn around and pan down to see that this observatory building appears to be built on a rock projection in the middle of the island's fresh water lake. Go back across the walkway and climb down to the middle level, where you entered the J'nanin age. Don't continue down to the beach yet. Instead, turn left along the short walkway and examine the pedestal with a reflector apparatus. Notice the red fire marble on top.
Turn it by clicking on the lower, circular
handle. There are three positions. Through this reflector, you will sequentially
see water, nothing, and a view of a similar reflector some distance away. The
other one has a purple fire marble gracing it's top. Back out of the view and go
forward right of the pedestal toward the huge ivory tusk looking structure out
beside the sea. Notice that odd looking black and gold motif at the base of the
tusk. Go forward, see a hole, or well, ahead of you carved into the rock to your
left. Turn toward it.
Click forward
and go down the ladder. Pan up and turn 180 degrees to see that you are in a
cave near the water line. Ahead of you is a door. But, there's a strange,
elaborately decorated, wheel obstructing your path to the door. You can't get
over it, around it, or under it.
Pan left toward the ocean. If you look
carefully, you'll see what appears to be a turquoise colored man-made pillar out
there. And, just to the left of it, you can barely make out another ladder on
the cliff side. That looks like our next destination. You will see the top of
the cave ladder just to the right of the cliff's edge. Go forward and climb down
the ladder. Pan up and right to stand before the pillar you saw from the other
side. Click on the left lever to see what happens to that wheel you encountered
on the walkway.
To move the wheel out of the way so you can access the door in the base of the tusk:
Climb back up the ladder. Go left and back
down the hole to the walkway. You will see the wheel resting harmlessly against
the cave wall. Turn around. Go to the door and open it. This is the Amateria
linking book room. The thief has apparently destroyed the room, making it
impossible for you to get across to the other side. Oh well, you have plenty of
other things to do here in J'nanin. Let's leave this place for now and explore
the island. Take time here to read Atrus' journal appearing below your playing
screen.
Atrus Journal - Commentary on Releeshan:
Atrus decides not to rebuild the D'ni civilization. But, rather to carry it's survivors forward into a newly written age, "...in which the natural equilibrium of the world serves as a counterpoint to the upheaval of civilization." He considers making Nature the foundation of the new age. He contemplates, "...nature encourages mutual dependence."
Atrus muses that Nature would be a safer foundation than Energy, which is forward moving and harder to control. Finally he decides he must include all three concepts under consideration for the new age in order to maintain a balance. ..." balanced systems stimulate civilizations."
When you have finished reading Atrus
journal, turn around and go back up the ladder. Go back across the walkway to
the reflector with the red fire marble, below the observatory. (It should be to
your right.) Continue twice to the short walkway you see ahead. Turn left and
pan down to see another ladder leading down to the sandy beach below.
Go down the ladder and turn right. Keep going along the beach until you come to a second reflector pedestal with a yellow fire marble. Look through the viewer to see an interesting edifice in the ocean. Turn the viewer again to see an identical pedestal with a blue fire marble. Interesting.
Turn to your left and go out on the rocky point to turn the wheel on the pillar jutting out of the rock there. Note that turning the wheel rotates the dome on the off shore structure and eventually opens it. Reflected sunlight is beamed to the booster projector to the left of the pillar.
Leave the area and return to the yellow reflector pedestal. If you turn it again, you will see that the reflected light, projected by the off shore dome, now shines on either the base of another tusk structure, or on a rock area to screen right.
Turn left and proceed until you come across a pedestal with no reflector on top. Obviously, its broken. Could the thief be responsible for this destruction, as well as that seen in the linking room? Remember where the broken pedestal is. Go forward on the left side of the pole four times. Turn right and descend the rock stairs through an area where the wind whistles and reverberates along the canyon walls.
Follow the spiral staircase on down through the
wind tunnel and to the water. There, you will see a bridge leading to a lovely
little garden house.
Go across the bridge and open the garden house door. Step inside. Pan down and pull the lever on the column to the left. When the gate opens, go forward into a small circular area. Pan down left to see another column with a large round button on it. Push it. When the gate behind you lowers, go forward into the living quarters of the thief, which is on the bottom floor of the observatory.
Go right and look at the little stickman mobile on the rock table beside the hammock. Hmm. Could that be Atrus and his two infamous sons hung in effigy there?
Turn left to see the animal hide hammock and
pick up a journal laying inside the hammock. Read it all now. It is necessary to
fill in the back story for you.
Saavedro's Journal:
Saavedro's journal reveals his twisted, vengeful stalking of Atrus to seek justice for the death of his wife, Tamra, his two small daughters, and the people of Narayan, which was his home. He finds after a time, that Sirrus and Achenar, Atrus' sons, aren't with him there at Tomahna. Remember that Saavedro's understanding is incomplete in addition to being deranged. He doesn't have Atrus' latest journal. You do.Look at the symbols in some of the journals pages in the upper right corner. You will notice that some of the strange Narayan numbers are missing and/or are out of sequence. Take note of the fact. Also take a good look at the drawings. Saavedro is quite the artist and you will need both his art work and his ranting as time goes along.
Turn around and go up the stairs across the room, in front of the platform. Look on your left at the unfinished portrait Saavedro has been drawing. Obviously a beautiful woman. But, she has no eyes. Is this Tamra? Did Saavedro leave her blinded so she couldn't see the ruins of Narayan. Or does he not want her to see the state that he is in and what he is up to?
Go forward, right and forward to stand at the desk. Examine the scales, the mortar and pestle, and other items. To the left of the desk, notice what appears to be a creature, or plant, in a shell. The device in the center of the desk is a battery. Turn the crank at the left. Click on the wires in the center to disengage them. Note that the plant creature extends a tentacle or root arm, into the gap between the wires. Turn the crank again to reveal that this is an exotic Venus Fly Trap variety of plant.
Look at the scales on the right again. Note that one side carries four greenish blue crystal balls and the other side carries a single, dark brown metal ball. Yet the scales are perfectly balanced.
Walk left to the stone table beside the hammock. Note that the scales there are also perfectly balanced. Yet the right side appears to hold four brown (wooden?) balls and the left side holds a single blue green crystal.
Could the different weights of these three materials contain the answer to the perfect balance? Or, maybe it has to do with the fulcrum's position, as in the mobile on the other side of the hammock. Go examine the mobile again and remember this exercise with the varying weights of different materials. You will need it later.
Go over to the round contraption in the corner of the room. It's an elevator. Let's see if you can get at the thief this way. Go around to the back of the elevator and click on the door handle to enter. Inside, turn right and click on either lever you see. The elevator will rise.
In a cutscene, you will see the thief secure the Releeshan book in a cage like contraption and send it down into a pit of some sort, where you can't see it. You will not be able to gain access to it. At least, not for the foreseeable future. Exit this view and turn around. Try to open the door. No go. Something else needs to be done here.
Look out the window. See the off shore light dome and the bigger, booster projector you set up earlier? Could it be that the appropriate arrangement of the various fire marble reflectors might shine the reflected lights of all the fire marble colors on the door and cause it, or a tusk door, to open? The alignment of the observatory door and the tusk doors provokes much further investigation.
For now, let's go back down in the elevator. Close the door. Turn left and push the green button to return to the main floor. Step out of the elevator and turn extreme left. See the levers that work the elevator mounted on the wall? Pull the levers. The elevator will rise to the top floor again. When you regain the cursor, pan down. See the area under the elevator?
Climb down there and examine the elevator's various mechanisms. Saavedro has been destroying the works here also. Look at the diagrams in his journal to help solve these puzzles.
The Elevator Puzzle
1. Weights (starting left to right)2. Crankclick the left weight twice leave the center weight alone click the right weight twice Flip the screw bolts by clicking in the center as follows:
3. Switch- Flip the first two bolts so their threaded ends are pointing left
- Leave the third one alone. Don't move it. But, leave it positioned where you can see it through the opening.
4. Gears
- Just pull the rod toward you.
- Turn the gears until the tooth on the lower gear and the hole on the upper gear line up.
Climb out of the pit under the elevator and
use the wall switch to call the elevator. Climb aboard and rise to the top.
Click the door handle and watch the cutscene where Saavedro uses a linking book
to quickly escape your intrusion. The cage spins out of sight down below.Turn
right and open the elevator door. Step out of the elevator.
Turn right around the balcony and pick up more pages from Saavedro's journal on the floor near the wall. Continue around the edge until you are at the spot where Saavedro was standing. See the blue button on your left there, above the cage? Press it to see an opening of colored lights from the half domes on the walls. This is followed by a cutscene of a message from Atrus to his sons, which has been contaminated and claimed as his own forum by Saavedro.
Saavedro admonishes you to find three important symbols that will allow you to access the cage and the Releeshan linking book. After the cutscene, go look through the viewers.
Look through the viewer closest to where you are standing, to the right of the blue button pedestal. You will see the symbol for the Voltaic Age. You need to align the symbol with its mate on the tusk structure for the Voltaic Age.
Put the hand cursor on the view screen and move it up and right until you can see the Voltaic symbol on the tusk above the canopied door. Using the left handle to zoom in and out, and the right handle for focus, align the four tiny marbles around the edge to establish the etched symbol precisely over its counterpart on the tusk. When you get it right, the four marbles around the viewer must be positioned as follows:
Voltaic Code
- outer marble is about half way between the 6 o'clock and the 7:30 marks on the rim.
- the second marble (working to center) is at the 9 o'clock position.
- the third marble is at the 6 o'clock position.
- the inner marble is at the 3 o'clock position.
Be sure to make a note of the positioning
of the marbles. This is the first of the three puzzles you must solve and these
marble codes are critical to your progression in the game.
When you have completed the Voltaic viewer, move to your left and pull the lever on the right side of the elevator,sending it back down to ground level. Continue moving left to the Amateria viewer and repeat the process you used with the Voltaic viewer. When you have completed the code identification process here and noted the position of the four marbles, i.e., captured the second code, move to the third and last, Edanna, viewer and finish the final code identification.
Amateria Code
- outer marble between 10:30 and 12 o'clock.
- second marble between 3 o'clock and 4:30.
- third marble at 6 o'clock.
- inner marble at 9 o'clock.
Edanna CodeReturn to the elevator and open the door. Cross over to the outer door and click on the bolts on the left door jamb to release them. Click on the door handle to open the outer door and walk out on the high walkway. Looks familiar doesn't it? It's just been quite a long time since the first time you stood here to watch Saavedro pace about inside the observatory.
- outer marble between 10:30 and 12 o'clock.
- second marble between 7:30 and 9 o'clock.
- third marble at 6 o'clock.
- inner marble at 7 o'clock
Go to the end of the walkway and go down the ladder to the walkway below and then on to the beach. Walk to your right until you come to the lighted yellow reflector pedestal.
Note: The process of setting up the reflected light system to establish a prism color array at the Voltaic tusk would have been much simpler for you if Saavedro had not broken one of the reflectors.
It's important here for you to write down the
color order of the reflector pedestals as you visit each one and
establish their settings.
The door to the Voltaic tusk will open.
Inside, look up and you will see the suspended cage with the Voltaic lining book
tucked away safely inside. Pan down and press the button on the column in front
of you. Did you write down the marble code from the viewer exercise in the
top of the observatory? The solution is a page or two back, if you didn't. Once
you place the marbles correctly, press the middle button. The cage will descend
with the Voltaic linking book. Click on it to open it and click on the picture
to be transported to the beautiful and mysterious Voltaic Age.
Where the J'nanin Age symbolized a learning of lessons, the Voltaic Age is one of the three element ages revealed at J'nanin in Atrus' journal. The other two are Amateria: The Age of Dynamic Forces. And, Edanna: The Nature Age. Here in Voltaic you must find its symbol (and various scattered journal pages left behind by Saavedro) and return the symbol to J'nanin.
When you arrive in the Voltaic Age, you are facing a small circular rock building set atop a little island. Go forward and left along the walkway. Turn right to see the hatch of what appears to house some sort of power supply, maybe. Try the hatch lock with no luck. Turn left to see a winged metal object (modern sculpture?) in a small side area. Go to it and open it. This winged sculpture houses your ticket back to J'nanin. It's the J'nanin linking book. At least you know you can get back there at any time you want to.
Go back to the little circular intersection and go right out to the pier. Look back over your head to the route of the main power cable and examine the various structures apparently created to generate electromagnetic power. In addition to finding the proper symbol and more journal pages, it appears that you will need to establish a functional power source on this island. Or, perhaps in order to find that precious symbol, reestablishing power is the requisite task.
Go back to the little intersection, around the building to the right and across the walkway to the cliff side. Enter the chasm of the main island.
When you pass through the cliff side, keep going on down the walkway to briefly explore the chasm and the various structures erected in it. The whole scenario will make more sense to you if you do this first.
Walk along to the tube like structure you see on the right. Walk past it to the intersection and go right. Follow the semicircular path to end up facing a small metal elevator, housed inside of the tube. Turn around and try the lever on your left. But, you will find that the elevator is not functional yet either. Step back out and look down to view some of the various levels and walkway erected here. Go left again to the intersection where you came down to the elevator. Go right. Look at the huge round wheel mechanism to the right of the walkway and the scaffolding suspended across the top of the chasm. Could that be some kind of track? Turn back left and walk along past the big wheel. Look right to see what appears to be an air ship.
Look at the walkway off to the right. Go down the ladder, across the walkway to another cylindrical platform. These are the controls for the air needed to inflate the air ship. But, there's no power here yet to do that. Turn around and go forward to see that the walkway has suffered greatly under the hands of Saavedro. You can't get out there.
Go back up the walkway past the big wheel and climb the ladder to get back on top where you started. There is much to see and there are many levels to explore.
Remember that passageway off to the right you passed on your way into the chasm area? Let's take a look down there now. Go back past the elevator to the big crack in the canyon wall. As you approach the exit, that leads back to the little island, turn left and enter the copper colored, lighted tunnel. As you follow the walkway, keep an eye out for more pages from Saavedro's journal.
When you reach the intersection you will see a door (metal hatch) off to your left. Go forward and open the hatch using the red handle. Go forward to the view window to see the various mechanisms required to inflate the air ship with hot air. Notice how hot it is in here.
You can check out the red knobbed control handle on the pedestal in front of you, and move the mechanisms around a bit. You might note that the center of this pedestal has been jammed with some sort of pin. Saavedro's work again, no doubt.
Turn around, and walk around the ladder to go down under the control room. Walk forward and open the viewer to see that this chamber contains molten lava. This has to be where the hot air comes from for the air ship.
Go back up into the control room and go forward
once toward the window. Look up. This must be a ventilator shaft to direct the
hot air to the air ship. Let's save investigation of the ventilation system
until we've checked out another area and maybe start to get a few things
accomplished here.
Leave the
control room, using the red handled door. Walk forward and take the new route
down the blue tunnel.
This new path leads to the main power plant. Just before you go up the steps, in the lighted rock chamber, turn right and look at the green diagram on the tunnel wall. The symbols represent various places, or structures, in the Voltaic Age. The black lines between the symbols will be lighted if/when power is flowing as it should. As you can see, there is no power.
Turn left and walk ahead to the circular metal hatch. You should be hearing a lot of rapidly moving water by now. The hatch won't open until power is restored. But, note this one's similarity to the one on the little island where you came in.
Turn to you right and look down. There's the waterfall you've been listening to; the source for generation of this age's electric power.
There's a gate right behind that copper colored
tube with the ladder. Go look. The tube is full of water, but obviously the
ladder indicates that this circumstance can be changed.
Turn to the right and go back down the tunnel to the small
intersection at the base of the steps. Turn right and climb the ladder. You are
in the control room for the power station. Pan down to see that one of the
control wheels have been severely damaged and is inoperable. Saavedro has been
here too.
The red wheel on the right controls the gate, however. So you can control the gate's operation. Turn the wheel. Water will be admitted to the water wheel area. The water wheel is that huge, horizontally seated cylinder you are looking at. The broken control wheel manipulates the inner workings of the water wheel. We'll take care of that in a few minutes.
Leave the control room and turn left. Go back over to the area where you saw the waterfall. Wow, what a drastic change in the view! The sluice gate is now in a totally different position and water has been directed under the wheel. Go down that ladder you saw in the tube earlier. (If there's still water in the tube, go back up to the control room and turn the wheel again.)
At the bottom of the ladder, turn around and press the big red button. You are looking at a huge gear assembly. The gear must be used with the water wheel gear, to turn it. This action produces electricity for the entire island. Click on the crank on the left side of the gear to reengage it. Saavedro has released it so it doesn't work. When it is raised into place again, climb back up the ladder.
Go back down the tunnel. Stop just before you get to the stairs and turn right. You should see a broken window in the view port, with some sort of mechanism visible beyond it. This is the paddle device for the water wheel. Click on it. The paddles will engage and start to move. This is the manual way to get around the fact that Saavedro sabotaged the second wheel in the control room.
The power is now on from the water wheel to the electromagnetic chamber. Note that the tunnel begins to shudder with the turning of the waterwheel. Turn left and go down the steps. Turn left again to look at the diagram and see that the power line between the water wheel and the chamber is lit.
Go back up the stairs and down the vibrating tunnel. Look down to see a view of the water wheel turning under the platform. And, the circular top of the gear is turning at your feet, right in front of the chamber hatch. You will see that the green entry light is now lit. Open the hatch. Go down the ladder to find yourself in another chamber. Turn to the right and click on the viewer controls (the black portal) to see another cut scene of Saavedro blaming Atrus for not better supervising his errant sons, Sirrus and Achenar. Turn right after the cutscene and go on down the tunnel with the off set stepping stones.
At the end of this tunnel, you will enter another large area with a huge, squatting cylinder in the center. Proceed down the ladder and look up to see the D'ni number 1 on the panel above you. Walk around the cylinder, left or right, to see four other panels with the D'ni numbers 2, 3, 4, and 5.
Back at the first panel, you will see a hot spot between the two cross bars below the D'ni number. Click on it. This is an aperture. One of five. You must line up the disconnected circuits, beginning with the permanently fixed ones at the top and bottom. There can be no gaps in the connections. When you have created perfectly joined circuitry in all five panels, electricity will jump from the cylinder to the coils arrange on the chamber walls.
You can easily solve this puzzle using different methods. The two methods I found easiest would probably be to do one complete panel at a time. Or, you could establish the circuitry from the top down, or bottom up, walking around the cylinders. This way you would establish all the top moveable circuits first, then all the middle, and then all the bottom. When you get it right, all five panels of the cylinder will close.
Anyway you decide to complete the puzzle, its not difficult and once you have all the circuits intact, go back up the ladder where you came into the chamber and watch the arcing electricity on top of the cylinder. Success!
Go back down the ladder and find more of the journal pages that Saavedro has left for you on the floor in front of the D'ni number 3 panel.
Read Saavedro's journal periodically, to keep up to date with his twisted response to the tragedy at Narayan. Who could help but be traumatized after what happened to his home and family?
Go back to the ladder and make your way through the tunnel with the off set stepping stones to the chamber ahead. Turn left and go up the ladder and out through the hatch. Makes sense to check the power flow diagram again now, to see if you have everything running smoothly. Go on down the steps and turn left. Darn. There's one structure which still has no electric power; the little island.
Turn right and continue down the tunnel. At the intersection, where you see the red handled hatch on your right, go left instead and continue on up to a blank wall. Turn left and go out to the little island. You can see the water wheel turning now, from the end of the pier. But, it seems the hatch door on the building is still locked tight. Maybe we can now do something with the air ship back in the chasm. You know that the elevator should be working now.
Go back into the canyon and take the right path at the intersection. Go to the little elevator and get in. Pull the lever and go down to the next walkway. Walk out to the big wheel mechanism and pull the lever in the cage at the end. Ah, so now you see what it's for. The entire wheel opens like a fan for the air ship to pass through the elaborate doors. It's a sort of hangar arrangement.
Go back up in the elevator and on to the main pathway. Turn right at the intersection, and go all the way to the end. Look down right and descend the ladder. Go back to the control panel for the air ship and turn right. Try the controls. Still nothing. Turn to look at the broken walkway which apparently provided the route to access the air ship. Turn to your right and see a metal ladder. Go forward up the ladder three times. Turn and get off into the bucket shaped cage ahead of you. Look down on the grilled flooring to find more of Saavedro's journal notes.
Come up and turn around to see a giant hatch. Open it and go through to the brightly lit chasm side. Walk across the long track or pipe. (Hopefully, you aren't afraid of heights.) Go through the next hatch at the end of the pipe and to the right. It's very dark in here after the hatch closes. But, just go forward until you can't anymore and then turn around. Go back one click and look down. Click on the grate and drop down on the floor of the control room for producing hot air. This is a familiar place.
Turn around and go down the ladder. Look at the molten lava again through the viewer. You'll need to open this door, but not just now, obviously. It would be just a tiny bit lethal.
Go back up to the control room in front of the window. Look at the pedestal below the window with the red knob. Saavedro has also sabotaged these controls by pounding a metal pin into the center. But, it is still partially operational.
Note: If you click once on the red control knob, then release the mouse button, the cursor holds onto the knob and follows your motion up or down a little. If you click again, toward the direction you want the knob to go, it will swing around the entire circle freely. Otherwise, it can be extremely stubborn.
Move the knob up and around, counterclockwise, to the left. It should click a couple of times, going nearly all the way around, counterclockwise,and returning to its original position. You will see the gears moving through the control room window. Go back down the ladder and use the handle beside the view on the molten lava hatch to open it. If you are successful, it will open to establish that you used the red knob on the pedestal correctly. If there's still lava in the chamber, go back up and try again.
Open the hatch and enter. Turn left and go forward through the railings where you see a red knobbed pedestal like the one in the control room. Only this one is completely intact.
Move the red knob in a clockwise direction, so
the platform rises. The move the knob again so that it is positioned to pass
through the middle slot. Let go of it and watch the gear, up to your right, go
over your head and lock on to the larger gear to the left. Swing right and look
at the apocalyptic painting on the wall. More of the talented, but tortured,
Saavedro's work.
Well, what now?
Nothing more is happening.
Try the red knob again. Move it counterclockwise (right) around the bottom of the ring. Whoa, cool! Or rather, HOT! The lava chamber has filled again. But look, you can go forward past the pedestal now and turn on the fan. See the red glow in the circular panel ahead of you? Turn on the fan. Then, return to the control pedestal. After all, you can't go anywhere else right now. At the pedestal, lower the platform a bit, by moving the red knob clockwise around the center.
The fan is turning. Now, move the red knob again to the right, to reposition that first overhead gear back over on the right side in front of the painting. Then pull the red knob counterclockwise to move the platform to floor level and simultaneously drain out all the molten lava.
The fan is now blowing the hot air necessary to inflate the air ship, but you need to move that overhead gear back over to the left and engage it to complete the process. Pass the red knob back through the center of the pedestal.
Leave and go back up to the control room. At that upper control room pedestal, move the red knob counterclockwise. This action will raise the chamber platform again and allows the lava to flow back in. Now you have turbo hot blowing air.
Look up to see the open end of the ventilation shaft. Hop in and skeedaddle out of there. Time to see if you can get the air ship inflated.
When you come out of the ventilation shaft, turn right, go forward, left and cross the pipe again to the other side. Go down through the shaft on the opposite side. Go through the bucket shaped platform, you may notice steam coming up from beneath it now, and go down the ladder. Once on the wing shaped platform, turn left to the air ship control panel.
There are three levels of 4 valves each. This
is the bottom level you are standing on. The first three valves should be open
(left to right) and emitting hot air. The fourth valve, on the right, has been
disabled by you know who. You can't fix it.
Look down at the pressure gauge and your pressure should
register at about 10. Going counterclockwise, you want to establish pressure at
19, where the dotted red line is. That's the air pressure you need to develop to
fill the air ship with hot air. Remember the number!
Now, it would appear relatively simple to do this, getting the pressure set at 19. However, there's a rather influential caveat here. There are three tiers of valves to work with and the elevator also uses hot air to operate. Though not apparent by looking at the gauge, this decreases your accumulated pressure every time you move it. The elevator is pneumatic.
When you see hot air/steam the valve is open and you lose pressure. There's a straightforward way to get the valve puzzle solved. And that's simply to greatly overbuild the pressure. Use the lever on the left (pulled to the right) to raise the elevator up two more levels to the top tier. Establish the pressure at halfway into the red zone on the gauge! Then, work your way back down to the middle and bottom level as follows:
Swing around and go left forward once. Swing to
the right to see a red handled cylinder that looks like an air tank. Turn the
handle. You should hear air escaping. Watch as the hot air flows up the hose and
inflates the air ship. It loosens from it's moorings and sails forward.
Unfortunately, it slams into the closed hangar doors. Well, hopefully there's no
damage. And, we sure do know what our next move is.
Pan down and follow the walkway up through the valve control area and on across the walkway, up the ladder, and to the uppermost walkway of the canyon. Walk ahead to the intersection and go down to the elevator. Get in the elevator and use the lever on your left to go down a level. Get out and go left along the walkway to the upright lever at the end. Pull it.
Watch the air ship leave the hangar. The air
ship moves forward, pulls the walkway a bit and hesitates there. What are you
waiting for? The future calls. Climb aboard!
Turn left and pull the handle. You will surely be impressed
with the air ship ride through the chasm. When the gondola comes to rest
opposite the little island, get off to the left and go to the lever at the end
of the walkway. Pull the lever. Watch the gondola move forward engaging the
walkway and, again, moving it forward. Then, see the little island split in a
huge rift all the way around the stone building and rise into the
air!
Go right back to the gondola. Get in and push
the handle to sail up to the stone building's new position hovering above its
foundation. Truly surreal. Get out on the right and go down the walkway to the
hatch (now showing a green light) and open it.
Go forward to the shaft and climb down. At the bottom, look
down to see a small wheel. Turn the wheel. That's the symbol for Energy you see
floating there before your eyes. You will automatically capture it and store it
in your inventory. Pan upward, then, to see a hot spot in front of you. Click on
it. The doors will open and the J'nanin linking book will be presented. Time to
go back to J'nanin with your first captured prize, the Energy symbol.
Go over to the blue imager on the observatory platform above the blue button. Remember what Saavedro said about finding the three hidden symbols? Wonder what he'd say now that you have the energy symbol? Place the symbol from your inventory on the imager. It will cause the cage to appear from below.
Afterward, you will receive another hologram message from Saavedro. He recognizes you have found one of the three symbols and tells you more about the Lattice Trees of Narayan and the damage the brothers caused there.
Afterward, go outside via the elevator door on the high walkway. Now you need to find the next linking book to take you to Edanna, or to Amateria.
Go down the walkway, down the ladder, across the lower walk and take the rock ladder down to the beach. Turn left. Go under the walk to the stone ramp. Go up the ramp and forward up the stone steps. At the fork, turn left and go down to the walk you can see at the base of the next tusk. Go across the first walkway. When you get to the rock pillar before the next walkway, turn left to see a ladder. Go down the ladder.
Stop to enjoy a ride on the purple and yellow "Hearken Fern" to hear amplified sounds from around the chasm. Can you hear water from the beach near the green house? Get out of the fern and look up at the Barnacle Moss above you and the seemingly unreachable door to the Edanna Age tusk. There's no obvious way to climb up there.
Turn around, go left past the fern and climb the ladder down to the beach. Go straight across the stepping stones and over to the cute, little Squee's tent. Turn right and click on the spiky plant in the water in front of you, to flatten it. Then, turn back left and click on the bulb atop Squee's tent. You have provided a bridge for him to reach the Barnacle Moss. He has aquaphobia! No, just kiddin'.... he just can't swim. He will use the plant to cross over to the moss. When he runs over there to indulge himself, notice that when he chirps, the moss inflates significantly. Wonder if this process could be useful up on the cliff side? Let's see if you can use the fern to pick up and amplify those Squee chirps to inflate the moss up there, by the Edanna tusk.
Leave Squee (I know its tough) and go back up the ladder and ride the Hearken Fern again. Aim the fern toward Squee. You'll hear him chirping happily away. When you get the fern positioned correctly, a cutscene will play showing you your new route to the unreachable door. Climb up there, clear to the top, and walk across to the door.
Open the door. Walk across to the pedestal. Input the correct marble code. Retrieve the Edanna Age linking book from the cage.
Edanna Code
The cage will descend. Click on the book
clearly marked "Edanna." Click on the picture to link to the beautifully
vertical Edanna 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.
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.
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:
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:
The cage with the Amateria book will
descend. Click on it to open it. Click on the picture to link to
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.
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.
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.
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.
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 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!
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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permission of the author, Witchen, at [email protected] or http://www.gameboomers.com/wtcheats/pcMm/[email protected]
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