Myst 3 - Exile
Submitted by: rickHH
1.Go to Edanna, the age with all the plants.
2.Go to the part near the bottom just before the two big blue onion-looking
flowers. Go to the part with the stone steps just below the bouncing leaf
3.Turn right and you'll see a moth on the stone steps.
4.Do NOT touch the moth. If you do it will fly away. Press the tilde key(~)
then click on the moth.
5.You should see faces of two cats on the moth's wings that belong to the lady
who designed most of Edanna.
Hidden PEZ dispenser:
Next to Saavedro's hammock near the scales inside the main tusk in J'nanin, if
you hold down the tilde key (~) and zoom in, you'll find a PEZ dispenser. The
initials MEB are on it. These stand for Mike Brown (Exile's lead animator), who
has a great collection of PEZ dispensers.
J'nanin Age: Lens posts:
On the J'nanin Age, there are a variety of posts, each with a sort of lens. You
must find the source of light (near the yellow post) and turn the cover until
the light is directed to the yellow post. From there, point the light from post
to post and ultimately to the receptor next to one of the three tusks. The light
posts can be manipulated by clicking on the ring under the lens. Record the order
of the colors of the posts that the light travels to in order to reach the receptor,
this order is the key to open the door.
When you're in Tamahara, the Age in which the game starts, go to Atrus' desk. Hold
the '~' key and click on the picture of Atrus and Catherine on Atrus' desk. A
screen will show showing the actors who played the characters in the game.
Start a new game and go into Atrus' study. Click on everything in the room that
resembles a pepper shaker. When this has been done, link to J'nanin. Use the
light reflectors and reflect the light over to the green and red reflectors. Go
across the island to the green and red reflectors. Turn the green reflector so
the light reflects to the red one. Go up the stone steps to the red reflector.
Stay here, and do not move forward yet. The red reflector reflects the light in
two different directions -- over to the yellow reflector, and onto a big rock
that is directly in front of it. You should be facing this rock now. Reflect the
light on the rock. Hold ~ and click forward once (toward the rock). If done
correctly, you will see a projection of the face of a cat named Pepper.
He belongs to one of the programmers.
When you are at the base of the big tusk in J'nanin, near the small hut on the
water, face towards the hut. Hold [Alt] + [Keypad 1] + [Keypad 6] + [Keypad 8]
and a small water demon will appear. It swims around the rock stepping stones
and might terrorize you if you go to near the water's edge.
Answering the following 29 questions correctly will unlock the six drawings of
After Saavedro does his "Atrus is that you? Not yet old friend" speech, zoom out
from the window. Hold ~ and zoom in. You may need to do this a few times for it
to work. You will see Brad Dourif checking his watch.
In the main tusk on J'nanin in Saavedro's room, go to the elevator. While standing
outside of it, pull the lever to send the elevator up. Watch the lower right knob
on the cage. Notice that as the cage spins, the knob remains in place as if it were
never a part of it.
Go to the Tamahara Age and go to Atrus' desk. Hold ~ and select the picture of
Atrus and Catherine.
Complete the indicated task to view the corresponding ending.
* Do what he says and switch the shields.
* Link back to Tomahna without Releeshahn.
* Turn off the power, then turn it back on.
* Talk to him but do not go anywhere.
* Talk to him, leave, repeat (do not do anything other than that).
Pick up journal pages repeatedly:
The easiest journal page to find again is the one in the Sun Tucsk thing with the
holograms. After you pick up the pages, go back to the tusk. Go around the gap in
the middle until you find you hand/mouse pointer open. Note: It is by the wall on
the floor. Click on the empty space, and the messy leaf journal will open to the
pages you picked up earlier.
J'nanin Age: Elevator:
Raise the elevator without being in it. Underneath are four puzzles. The answers are
found in Saavedro's journal on the hammock. This will get you to the top of the tower.