Myst III - Exile (Prima's Official Strategy Guide - 2004) PDF
Myst III - Exile (Prima's Official Strategy Guide - 2004) PDF
Myst III - Exile (Prima's Official Strategy Guide - 2004) PDF
Rick Barba
primagames.com®
Prima's Off icial Strategy Guide
Rick Barba
Prima Games
A Division of Prima Communications, Inc.
ISBN: 0-7615-3160-2
Library of Congress Catalog Card Number: 2001086278
Table of Contents
Foreword vii
Introduction viii
How to Use This Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii
The Golden Path Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Soft Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Historian's Journal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x
Atrus' Journal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x
Chapter 1: Tomahna 1
Sun Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Alternate Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Atrus' Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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Power Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Control Tower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Gear Platform . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Waterwheel Corridor (Vanes) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Electromagnet Chamber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
The Chasm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Airship Dry Dock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Lava Chamber. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Airship Dry Dock (Valve Puzzle) . . . . . . . . . . . . . . . . . . . . . . . 69
Valve Tower (The Elevator). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Setting the Valves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
The Chasm Gantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
The Inlet Gantry & Pylons. . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Back to J'nanin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
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Maps
Atrus' Study and Sun Room,Tomahna . . . . . . . . . . . . . . . . . . . . 2
Overhead, J'nanin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Overhead,Voltaic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Overhead, Amateria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Deadwood Ridge, Edanna . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Lower Ridge Cutaway, Edanna . . . . . . . . . . . . . . . . . . . . . . . . 123
Forest Area, Edanna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Swamp, Edanna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Middle Floor, Narayan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Overhead Roof, Narayan . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Bottom Floor, Narayan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
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Foreword
Presto Studios
Myst.The very name evokes a sense of intrigue, the anticipation that new discoveries will
emerge from a shrouding haze. It is this sense of wonder that a talented creative team led by two
brothers, Robyn and Rand Miller, managed to capture in a game that has now become a
legend.
Myst created a legacy beloved of fans worldwide. It also introduced a universe as significant
to interactive entertainment as Star Wars is to cinema and Middle Earth is to literature.
Imagine the honor and responsibility of being asked to create the next adventure in such a
groundbreaking and cherished series. For us at Presto Studios, it has been almost overwhelming.
Not simply because of what we are following, but also because of the expectation that a new
Myst game must once again advance the art.
For the last two years we have put our art, our heart, to this goal.There has been wonder
and revelation, challenge and struggle, excitement and joy in the adventure of this creation.We
hope you discover the same things playing it.
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Introduction
Any chronicle of the home computer’s rise
in the 1990s should devote an entire
chapter to the Myst phenomenon. In
1993, the original Myst emerged from a
Pacific Northwest garage to become the
best-selling computer game of all time.
Described by The New York Times as “a
landmark in the game industry,” the weirdly
calm, atmospheric adventure lured millions of
nongamers to previously underused monitors,
injecting a healthy dose of mass-market mania into
the PC industry.
And the phenomenon didn’t stop with Myst.
The game’s sequel, Riven, became a classic in its own right
(more than two million units sold to date).Then, the
technically spectacular 3D recreation of the original game,
realMYST, generated yet another stir during Christmas 2000.
Now the stunning third installment, Myst III: Exile, is upon us.
An inspired product of the adventure game masters at Presto
Studios, Exile adds a dramatic chapter to the saga of Atrus,
writer of worlds. Each new Age features magnificent Myst-style
scenery, fabulous creatures, the usual complement of fantastic
machines and, of course, plenty of puzzles. Presto took special
care to craft puzzles that flow organically from the story’s
environments. Of course, "organic" doesn't necessarily mean easy.
In fact, many of Exile's puzzles are fiendishly difficult.
And that's where we come in.
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Introduction
Warning! The Golden Path Sections of the book contain plot spoilers!
Soft Hints
For intrepid explorers who prefer more indirect direction, Chapter 7: Soft
Hints provides tips but not answers for every major puzzle in the game. Layered carefully in
lists descending from general to specific, these tips gently nudge you down the puzzle path.
However, they stop just short of revealing the final solution.This section is perfect for puzzle
fiends, serious self-starters, and those of us who just can't stop reading when easy answers lay
at our fingertips.
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Historian's Journal
Warning! Do not read Chapter 8, Historian's Journal, until
you've finished the game! After you have played through to the
story's end (with or without our help), take a look at this "scholarly"
examination of the Myst III: Exile background. Developed with extensive
input from Exile's primary creators, Mary DeMarle (Lead Writer) and Phil
Saunders (Creative Director), this section chronicles the events that lead up to your
encounter with Atrus and his mysterious tormentor. In the process, it discusses many of
the plot secrets revealed in the game.
Atrus’ Journal
Near the beginning of the game, Atrus hands you a journal—a fasci-
nating chronicle of his attempts to write a new Age for the D'ni. In
this section, we provide the exact text of Atrus' journal as it appears
in the game. Don't worry, it won't spoil anything; we just present it
for your reading pleasure.
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Sun Room
note
Note: The name "Tomahna" derives from the D'ni term eder tomahn, which translates as a rest
house or way station. In Myst: The Book of Atrus (Hyperion, 1995), Atrus' father Gehn leads
his young son through a labyrinth of tunnels connecting underground D'ni to the surface
world. Along the way, they rest in an eder tomahn. As Gehn explains, "In the days of the late
[D'ni] empire there were plans to have commerce with the world of men. Such plans,
fortunately, did not come to pass, yet the paths were forged through the earth and these
rest houses prepared for the D'ni messengers who would venture out."
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Chapter 1: Tomahna
Sun Room
Fig. 1-2. The glass dome of Catherine's
Sun Room on Tomahna.
As the game starts, you gaze out on a desert vista and hear Catherine say, "Breathtaking, isn't it?"
Turn around to see Catherine holding her baby daughter, Yeesha.
Walk across the Sun Room toward the door straight ahead.
Click on the door to open it.
Enter the study.
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The D'ni are an ancient race; indeed, their history stretches back many millennia. D'ni
society and its majestic capital city were decimated by earthquakes and a deadly plague—
a biological attack, actually—roughly 80 years prior to the events of Myst III: Exile.
Fig. 1-4. These tapestries in Atrus' study depict scenes of his search though the Ages
for D'ni survivors.
In The Book of D'ni, we learn how Atrus and Catherine travel through the Ages to
discover more than 1,800 D'ni survivors of the great catastrophe. At first, Atrus sought
to repair the once-magnificent city. But as he reveals in Myst III: Exile's opening scene,
the task proved too difficult due to the depth of the tragic history contained within the
city. He felt that the D'ni needed a fresh start. Thus Atrus wrote an entirely new Age
for the survivors—a place he calls Releeshahn.
Alternate Interactions
When you cross the room, your first click moves you to a position (called a "node") in the middle of the Sun
Room. Here, if you swivel left to see Catherine and Yeesha on the bench, Catherine comments about Atrus' unease
"ever since he found his journals out of place."
Opposite the bench is another door. If you click on this door, you find it locked, and Catherine says, "I'm sorry, the
other door."
If you enter the study without finding Atrus, and then return to the Sun Room and look at Catherine again, she
comments that her husband doesn't usually keep guests waiting, but he's "so concerned about his books."
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Chapter 1: Tomahna
Atrus’ Study
Atrus' study is an oval chamber with opaque, circular windows.Tables and shelves filled with
papers, pens, and leather-bound books line the walls. His desk sits near a set of hanging
tapestries that tell the story of the D'ni survivors. On a table behind the desk sits the descriptive
book for Gehn's Fifth Age. (The inscription on the cover is the D'ni numeral 5.) Also known as
Riven, this legendary Age was originally written by Atrus' father, Gehn.The book's linking
panel is non-functional because the unstable Age imploded. (When an Age "dies," any panels
that link to it go dark.)
note
Note: For more on Gehn's Fifth Age, of course, play
the Cyan classic, Riven. In that game, Atrus
refers to "the familiar pattern of decay that is
the hallmark of my father's work."
Across the room, the completed descriptive book for the Releeshahn Age, new home of the
D'ni, rests on an ornate pedestal—locked shut, encased in a glass dome, and lit by a glowing
D'ni fire marble.
The letter on Atrus' desk is addressed to Tamon, an elderly D'ni guildsman who appears
in The Book of D'ni. Tamon is a member of the D'ni Guild of Stonemasons who survived
the destruction of D'ni; he was in another Age, called Aurack, at the time.
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Chapter 1: Tomahna
note
Note: The remarkable D'ni fire marble is a stone that harbors great energy. When polished, it
produces bright light and can be used in special lanterns. Fire marbles are combustible (a
fact made plain soon by events in Atrus' office) and can be extinguished by water.
Atrus, carrying a plain-looking journal, crosses the room to greet you. He hands you the
journal, explaining that it contains his commentaries on the Releeshahn Age. (The journal
automatically enters your inventory.) Then Atrus goes to his desk to retrieve the key that will
unlock the Releeshahn descriptive book.
Fig. 1-10. Your old friend Atrus plans to take you Fig. 1-11. …but an intruder has other plans for the
to Releeshahn, the new home of the D'ni people… Releeshahn book.
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Suddenly, a wild-looking man in ragged robes "links" into the room on the opposite side of
Releeshahn's glass case. He sees you, panics, and tosses the fire marble. It explodes near the
tapestries, spawning flames. Atrus reacts in horror.You hear glass break.Turning, you see the man
snatch the Releeshahn Book from its now-shattered glass casing.Then he pulls out a linking
book, pauses a moment, and links away.
His linking book falls to the floor.
After the wild-looking man disappears, you see a close-up of his linking book.
Click the book's animated panel to travel to J'nanin, the Lesson Age.
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Nature Tusk
(Edanna Book)
Yellow Pole
Red Pole Barnacle
Moss
Suspension
Bridges
Green Pole
Purple Pole
Prism
Blue Pole
Dynamic
Forces Tusk
(Amateria Book)
Bridge
Energy Tusk Yellow Pole Control
(Voltaic Book) Podium
Broken Pole
Gun Control
Wheel
Light Gun
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Chapter 2: J'nanin: The Lesson Age
Welcome to J'nanin. Formed by an extinct volcano rising from a pristine ocean, J'nanin is a
stark, striking island Age. A ring of sheer cliffs encircles a fresh-water caldera lake; paths and stairs
line the cliff walls, and three strange, tusk-like towers punctuate the perimeter of the island.
You arrive without a linking book, but fortunately other linking books are scattered about
the island. Each links to one of the "Element Ages" which Atrus created to teach lessons
associated with the ancient D'ni art of writing Ages.Your eventual goal is to find and use these
books.Your immediate task, however, is to gain
access to the top floor of the towering
Observatory above J'nanin's central lake.
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Cross the short catwalk to see the man reach the top of a ladder and disappear again.
Approach the ladder.
Click on the ladder to climb the cliff. At the top, you see the man open the Observatory door, then
shut it behind him.
The two-story Observatory is the most prominent man-made structure on the island. Its
second floor juts above the caldera's cliffs; its first floor nestles inside the crater's basin.
Cross the high bridge and try to open the door. It's locked!
Click on the door's window. You see the wild-haired fellow
pacing in a chamber beyond a second, inner door.
Island Perimeter
Well, now what?
There must be another way into this huge structure.
Perhaps an examination of the tower's base is in order. But
first, spend some time with the journal Atrus handed you
before the stranger's rude appearance back in Tomahna.
Note his comments about essential concepts or "anchors"
for Ages. In particular he speaks of Energy, Nature,
Dynamic Forces, and Balance.Then he suggests he could
relearn these concepts from "one of my oldest Age
Books"—J'nanin, the very place where you stand now.
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Chapter 2: J'nanin: The Lesson Age
From the top of the Observatory, cross the high bridge and climb down the ladder.
Step onto the curving catwalk, turn right, and descend the
set of rungs leading down to the beach. Lovely, isn't it?
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At the ocean, turn right. Follow the sandy path past another reflection pole, this one topped by a
yellow fire marble.
Continue past a broken reflection pole toward the tall, tusk-shaped tower.
You end up atop a curving metal stairway that slaloms right through the middle of a
rock formation, threading it like the eye of a needle. (We'll call it the Whistling Rock.) Wind
rushes through the Whistling Rock, moaning with a very distinct sound. Remember the
whistling sound.You’ll be encountering it in another fashion later.
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Chapter 2: J'nanin: The Lesson Age
The Greenhouse
Attached to the Observatory's base is a stunning, stained-glass greenhouse.Two catwalks extend
across the lake's surface, each to a separate greenhouse entrance.
Click on the door to open it, then step forward into the
entryway.
Click on the lever to pull it down, activating a gate
release mechanism.
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Go through the gate and push the button on the right. The gate behind you opens.
Enter the Observatory.
From the doorway, swivel to the right and approach the hammock.
Click on the leather journal to take it from the hammock.
Open the journal and read all entries. Among other bits of information, it contains the key for realigning the
elevator's rotational gears.
The journal tells you a great deal about the mysterious wild-haired thief, including his
name, Saavedro, and his motivation, revenge. Clearly, he's found a link to Tomahna, and has
become familiar with Atrus' journals. Saavedro's hatred for Atrus and his "murdering sons"
(Sirrus and Achenar) is deep and burning, based on a belief that they betrayed his home Age of
Narayan and, as he writes, "led my people to death."
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note
Note: Close perusal of Saavedro's journal reveals that many pages are missing. Being Narayan,
he numbered the pages using the Narayan numbering system. That system is pictorial;
as with most things in the Narayan culture, it is tied to the concept of the Lattice Tree.
A single vertical line represents the number 1: the tree trunk. Every time you add a
number, you add a branch to the tree.
So the Narayan numeral 2 is the trunk with one branch. The number 3 is the trunk
with two branches forming a Y. For 4, one of the branches in the Y sprouts an
additional branch pointing back toward the trunk, and 5 adds the inward growing
branch on the opposite side of the tree.
For 6 through 9, you start with the character for 5 and draw a new trunk next to
it. (Think Roman numerals: Just as VI is the Roman 6, the Narayan 6 looks like a 5
with a 1 next to it, 7 looks like a 5 with a 2 next to it, and so on.) Once you get to
10, things change a little. The Narayan 10 is a 5 with a semicircle topping it. But then
we go back to Roman numeral styling: 11 is a 10 with a 1 next to it, 15 is a 10 with a
5 next to it, and 16 is a 10 with a 5 and a 1 next to it.
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Approach the Observatory workbench and experiment with Saavedro's devices to find out what they do.
A crank-powered battery sits between a conch-shaped terrarium (left) and an electromagnetic device (right).
Wires run from the battery's terminals to the electromagnetic device.
Turn the battery crank. This sends power to the device's magnet, levitating a handful of metal shavings
inside the device.
A strange plant resembling a Venus flytrap grows in the terrarium. One of its roots extends across the table near the
battery wires. Click on the battery wires to detach them from the device wires and attach them to the plant root.
Turn the battery crank again. The power surge causes the plant to open up briefly, release a fly and reveal the
plant's inner cavity. After a moment, the plant clamps shut on the unfortunate insect.
Now examine the other interactive objects in the room.
Two balances with equal-sized weights made of three different materials (metal, crystal, and wood) sit in the room:
one on the work desk, and the other next to the hammock. Examine these devices to discover how many weights
of one material equal how many weights of the others—a crucial clue to solving a later puzzle.
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Of course, Saavedro (as mentioned in his journal) has scavenged parts from
the cage mechanism; as a result, the claws don't automatically lock onto the
wooden car. If the claws don't lock, only the outer cage rotates. But Saavedro
writes that "the gears I leave can still be operated by hand." These gears are in a
crawl space below the elevator.
Walk around the elevator and click on the handles on the wall, for a close-up view.
Pull the handles to send the elevator car up, revealing a small crawl space at the bottom
of the shaft.
Back away from the close-up, and then go down into the crawl space.
Examine the crawl space. Four compartments arrayed around the shaft have been forcibly breached, revealing
various gears and mechanisms.
Open Saavedro's journal and examine his sketches of the elevator gears and mechanisms.
Pick up the journal and keep it with you.
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Chapter 2: J'nanin: The Lesson Age
Saavedro's journal reveals the gear settings necessary to re-activate the cage claws and thus
rotate the elevator car.You must adjust all four gear-driven mechanisms. Refer to figure 2-18 to
see Saavedro's sketches of the four settings, or just check out figures 2-19 through 2-22 to see
the actual settings.
The Lever-Weights
The first mechanism is a set of three lever-weights. Each weight can be manipulated up/down
to one of three positions: top, middle, bottom.To correctly adjust the lever-weight settings:
Click the leftmost lever-weight twice. This drops the weight to its bottom setting.
Don't adjust the center lever-weight. This leaves the weight at its middle setting.
Click the rightmost lever-weight twice. This raises the weight to its top setting,
then lowers it to its middle setting.
Now all three lever-weights are in the correct positions (as seen in figure 2-19). From left, settings are bottom,
middle, middle.
The Crank-Wheel
After you adjust the lever-weights, swivel to the next compartment
to the right.Through the breach you can see one arm of a three-
armed crank-wheel. Each arm has an adjustable bolt at its tip.You
can flip each bolt 180 degrees, thus alternating it between two positions.
Examine the first arm visible through the breach. See the bolt at the end of the arm? One end of the bolt is
smooth; the other end is threaded.
Move the Pointer cursor over the bolt. Click to flip the bolt 180 degrees. The threaded end should be exposed
now, pointing left.
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Move the cursor up until it becomes the Open Hand cursor, then click on the wheel to rotate the second arm into view.
Again, move the Pointer cursor over the end bolt. Click to flip the bolt. As on the previous arm, the threaded end
should be exposed, pointing left.
Don't adjust the bolt on this arm! Leave it as is. The crank-wheel mechanism is now properly set.
Fig. 2-21. Simply click the gear switch to pull the rod toward you.
Move the cursor over the mechanism until it becomes the Open Hand cursor.
Click once to pull the switch towards you. The metal rod locks into the teeth of
the large gear.
Done! The gear switch is now set properly.
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Chapter 2: J'nanin: The Lesson Age
Move the cursor over the upper gear until it becomes the Open Hand cursor.
Click and hold to rotate the upper gear. Keep rotating until the gap in the
upper gear aligns with a tooth of the lower gear (as seen in figure 2-22).
note
Note: You must have the Journal for the elevator to function correctly.
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Again, the handles activate the cage. If you set the gears properly, the cage claws lock onto
the wooden elevator car and rotate it 180 degrees.The elevator then carries you up to the
second level of the Observatory. At this time, a cutscene will play showing Saavedro placing a
crumpled piece of paper down on the light table.This action causes a cage to rise out of the
center of the room. You arrive with the door facing inward, toward the chamber.
note
Note: If you ride the elevator to the second floor without realigning the gears first, the cage
claws won't rotate the car. Thus, when you arrive upstairs, the elevator door faces the
Observatory's outer door, and you automatically turn to see Saavedro through the elevator
window. (He thinks you're Atrus.) To ride the elevator back down to the first floor, press
the green button in the wall opening.
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This code is visual. As you adjust the focus, zoom, and angle of each telescope's view, four
metal marbles move around concentric, grooved rings surrounding the lens.The final position of
these marbles is a code you must recreate later, on the podium inside the corresponding tusk
(the one viewed by that telescope).
Approach any telescope and click on it for a close-up. You see a symbol etched on the glass of the lens. Beyond
that, through the lens itself, you see a partial view of the island.
Move the cursor over the telescope lens. Then click and drag to pan the telescope's view. A tusk seems to be the
most prominent landmark in sight.
Alternately adjust the zoom and focus of each telescope to get a clear, close-up view of the tusk. How? Check out
the next two steps.
Click and drag the right handle side to side. As the handle moves, two things happen: the telescope image zooms
in and out, and a small metal marble on one of the rings surrounding the lens circumnavigates its ring.
Click and drag the left handle up or down. Again, two things happen: the image becomes more or less in focus,
and the metal marble on another ring moves around the lens.
Once you've got a close, clear view of the tusk, you should see that a symbol appears inside the tusk's window. It
matches the one etched in the telescope lens! This symbol represents the Age associated with the tusk you are
seeing: Voltaic, Amateria, or Edanna.
Move the cursor over the lens once more. Then click and drag to pan the telescope's view until you have lined up
precisely the tusk symbol with the lens symbol. This adjustment also slides the two remaining marbles into new
positions on their rings.
You may need to zoom in on the symbol and adjust focus again to get the two symbols (lens and tusk) matched
up exactly. But when they do, the final position of all four metal marbles on their respective rings reveals the
"code" needed to access the linking book inside the tusk.
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Chapter 2: J'nanin: The Lesson Age
From the top of the Observatory, cross the bridge and go down the ladder.
Step onto the curving catwalk, turn right, and climb down the rungs to the beach.
Turn right and follow the sandy path until you reach the yellow reflection pole.
Swivel left to see two devices on a rock overlooking the ocean. (See figure 2-31.) Approach the devices.
Note a third device just offshore: the light gun.
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The control wheel at right rotates the light gun.The device at left is the focusing lens.Your
task is to rotate the gun until it captures sunlight and directs it into the focusing lens.
Using the control wheel, rotate the light gun's intake lens until it lines up with a hot spot on top of the gun's
metallic dome. Immediately, a beam of light flashes toward the focusing lens, which in turn shoots light at the
nearby yellow reflection pole.
Follow the light beam to the nearby yellow reflection pole.
note
Note: Atrus designed this puzzle to be much easier than the way it is currently arrayed. The
broken reflection pole complicates things consid-
erably… as, of course, Saavedro intended.
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At the first reflection pole, note the color of the fire marble at its top: yellow. Keep track of the order of fire
marble colors as you direct the light from pole to pole.
Look into the view-scope where the light enters. (It faces the light gun controls.) The view centers on the broken
pole just up the path, the work of Saavedro. Not good!
Rotate the reflection pole one time. This redirects the light beam to the blue reflection pole off to your right. (If
you look into the view-scope receiving light, you see the blue pole.)
Move two clicks down the sandy path (back the way you came) and turn left to see rungs running up the rock.
Climb the rungs to the blue reflection pole.
Rotate the blue pole once to direct the light beam to the green reflection pole across the caldera to the left.
(Check the view-scope receiving light to verify that the green pole is your target.)
Climb down to the sandy path, turn left, and work your way around the perimeter of the island: across the
stepping-stones, up the rock ramp, past the purple reflection pole, and down the stone steps to a pair of
suspension bridges.
Cross both suspension bridges. On the far side, climb the rock steps.
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At the top of the steps, climb the metal steps at left to the green reflection pole.
Rotate the green reflection pole once to direct the light beam to the nearby red reflection pole (on the rock
platform just across from you. See figure 2-36).
Go down the metal steps and up the rock steps to the red reflection pole.
Rotate the red pole twice to direct the light beam to another yellow reflection pole across the caldera. (Again, you
can check the target by looking through the view-scope that is receiving light.)
Descend the rock steps, go back across the two suspension bridges, and climb the rock steps to the fork (just one
click upward) in the stairway.
Take the left fork and climb to the yellow reflection pole. (Again, this is the second yellow pole. You rotated
another yellow pole earlier.)
Turn this yellow reflection pole twice to send the beam to the nearby purple reflection pole.
Descend the steps to the fork, veer left to take the other upward fork, and climb to the purple reflection pole.
Turn the purple reflection pole one time. This sends the light beam at another red reflection pole—the one where
you first linked into J'nanin.
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Descend the rock ramp, cross the water under the cable-bridge using the stepping-stones, turn right, and climb up
the rungs. At the top, turn right and approach the red reflection pole.
Rotate the red reflection pole once.
Veer to the left side of the pole and look through the scope on that side (the one receiving light). The light beam
now hits a prism in front of the tusk-shaped tower on the opposite side of the caldera. Let's check it out.
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From the final red reflection pole, step onto the curving bridge, turn left, and climb down the rungs to the beach.
Turn right and follow the sandy path all the way up to the tusk-shaped tower.
At the boulder that blocks your forward path, turn right and descend the first set of steps. Then turn left and
climb up to the prism device in front of the structure.
Enter the color code revealed by the path the light takes.
Be more specific, you say? OK, push the door buttons in the order that matches the color sequence of
the reflection pole fire marbles as you followed the light beam from the light gun through the poles to
the prism. (Whew!)
Still need help? Just push the buttons in this order: yellow, blue, green, red, yellow, purple, red. When you press
the last button, the door slides open.
note
Note: The light beam must shine on the door before it will open. The buttons are photosensitive.
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From the top of the Observatory, cross the high bridge, climb down the ladder, and walk across the curved catwalk.
Continue past the red reflection pole across the cable-bridge towards the tusk tower.
Walk past the tower and veer right, moving as far forward and to the right as you can. Then look down to see the
ladder rungs on the rock.
Descend the rungs to find a podium with two levers.
Note the four movable "bridge joints" connected to grooves in the islet's cliff. You can raise or lower these joints
in inverse pairs, creating different elevation states. By manipulating these states, you can roll the round weight
"downhill" along the bridge.
Note also that the bridge ladder at right is actually attached to the bridge segment itself. Thus, it tilts away from
the access hole in certain configurations; in others, it drops too low to reach the hole.
Click the podium levers in this order: left, right, left, right. This moves the weight to the far right, unblocking the
path from ladder to the tower door, and also tilts the bridge ladder back into position under the access hole.
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From the top of the Observatory, cross the high bridge, go down the ladder, and descend the rungs to the beach.
Turn left and cross the stepping-stones under the cable-bridge. (See figure 2-52.)
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Fig. 2-53. A pair of suspension bridges spans the …then look down to find the rungs of a ladder.
caldera. Cross only the first bridge…
Now take a look around.The cliff is covered with a thick green moss sprouting large,
round, reddish-brown buds that look like watermelons.This is Barnacle Moss. Also note the
strange plant with the ear-shaped stalk on the ledge nearby.This is a Hearken Fern.The "ear"
stalk can pick up and amplify noises from distant locations if you aim it toward the sound.You'll
use this plant's unique ability in a moment.
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Touch the Spanning Lily. It retracts, spreading its leaves across the water.
Press the top of the Squee's nest. The creature runs across to the Barnacle Moss and chirps. The sound causes the
moss buds to expand. Cool!
Retrace your steps up the ladder to the landing.
Get behind the Hearken Fern again and point the stamen at the spot below where the Squee chirps happily. (See
figure 2-57.) Wow! The amplified Squee chirping triggers the expansion of the mature Barnacle Moss buds on the
cliff wall above you.
Now climb to the top of the ladder and cross the Barnacle Moss bridge to the door in the tower.
Open the door and step into the chamber. A linking book
sits in a cage suspended near the ceiling, out of reach.
Approach the podium and click on it for a close-up.
Click and drag the marbles to the positions revealed earlier at the Observatory telescope when you focused on the
Edanna chamber (see figure 2-59). The cage lowers.
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Electromagnet
Chamber Chasm
Elevator
The Chasm
Inlet Gantry Chasm
& Pylons Gantry Dry Dock
Lava Chamber
(Underground) Dry Dock
Door
The Airship
Power Plant
Hot Air
Conduit
Gear Control
Platform Tower
Waterwheel
The Gorge
The Gorge
Fig. 3-1. Here's an overhead view of the Voltaic Age. Some primary structures, such
as the Lava Chamber, lie underground, so they aren't visible here.
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Welcome to Voltaic, the Age of Energy.The map of the island (see figure 3-1) reveals a U-
shaped canyon lined by forbidding sandstone cliffs.Your task is to get power flowing to the
Small Isle in the upper-left corner.To do so, you must harness, transform, or channel various
forms of natural energy to activate a series of mechanisms.
note
Note: Your ultimate goal in each of the three Element Ages is the same: Find that Age's unique
symbol and bring it back to J'nanin.
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Click on the container to open it, revealing a J'nanin linking book. This links back to the Voltaic book chamber.
Use it only if you get stuck on this Age and want to explore elsewhere. (Of course, you won't get stuck if you stick
with us!)
Examine the area: the pylons and gantry tower rising from the inlet, the power plant's sluice gate just beyond the
tower, and the route of the power cable.
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This journal entry starts at the beginning, as it were. Saavedro describes "the fog that eats
my mind" (his madness) and the moment that helped him emerge from that fog: the arrival of
Atrus on J'nanin.
Power Plant
A hydroelectric power plant spans the length of a waterfall that drops from the ocean inlet into
the canyon below.The plant has three sections: a two-story control tower, a long cylindrical
waterwheel, and a gear platform that powers a turbine generator. Check out the map in figure
3-1. See how the inlet rocks split the falls into two separate spillways? One spillway runs under
the waterwheel, one under the gear platform. A movable sluice gate directs water into only one
spillway at a time.
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The power plant is not producing electricity at the moment.Your goal is to activate the
plant and thus generate power for other mechanisms in the Voltaic Age.
Lower
Magnet
Control Tower
Nice view! The Small Isle looms across the water to your right. So does the inlet gantry tower
and its nearby pylons.The sluice gate and the cylindrical waterwheel lie directly below. Attached
to the waterwheel are several rows of movable flaps called "vanes." When these vanes are
deployed—that is, flipped open—and water is running under the waterwheel, the water pushes
the vanes, causing the wheel to turn.The vanes are currently retracted, however.
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Examine the control panel. The red wheel at right moves the sluice gate. Saavedro removed the other wheel,
which had deployed the waterwheel's vanes.
Turn the red wheel.
The sluice gate slides over to its far position, redirecting water under the waterwheel. Again,
the vanes aren't deployed, so the wheel doesn't spin. Don't worry, though, you don't want it
spinning just yet.
This corridor runs the length of the waterwheel. As mentioned earlier, the waterwheel itself
is a long cylindrical tube stretching from the control tower to the gear platform.You can see the
gear platform at the other end of the corridor.
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Gear Platform
Proceed through the waterwheel’s metallic corridor.
Cross the gear platform and examine the round, forbidding security door. It resembles the one on the Small Isle
building; like that one, its lock mechanism has no power, so you can't open it yet.
Turn around and examine the platform.
A massive gear sits horizontally just under the floor.This floor gear, when turning, powers a
turbine generator, the island's source of electricity.To turn, the floor gear must be engaged with
the huge waterwheel gear attached vertically to the end of the waterwheel.When the
waterwheel turns, both gears spin, thus converting the wheel's kinetic energy into electricity.
The gears aren't spinning yet, nor are they engaged.The floor gear has been lowered to its
release position. But a ladder runs down a nearby vertical shaft to a gear crank.This crank allows
you to raise the floor gear so that it engages the waterwheel gear.
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Step onto the gear platform, turn right, and approach the shaft.
Climb down the ladder into the shaft.
note
Note: If the shaft is filled with water, the sluice gate is in the wrong setting. Go back to the
control tower, climb the ladder, and turn the red control wheel to move the sluice gate so
that water is diverted under the waterwheel rather than under the gear platform.
At the bottom, push the red button to open the door and reveal the floor gear's emergency release mechanism.
Step closer to the mechanism and click on the crank handle at left. This raises the floor gear, engaging it with the
waterwheel gear.
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tip
Tip: Closed vanes can be opened whether or not water is flowing over them; however,
open vanes can be closed only if water is directed away from the waterwheel.
Click on the vanes to manually open them. Voilà! The waterwheel begins to spin.
Back away and turn left. Step into the alcove, then turn left again and examine the power flow diagram.
Newly lit icons on the diagram indicate that power flows from the plant's generator to a
device somewhere beyond the gear platform. Let's track that power flow, shall we?
Walk down the metallic corridor. Just before you step onto the gear platform, note the engaged gears turning.
Optional: Crawl down the shaft again and open the compartment to see the generator's gear mechanism
spinning happily.
Cross the gear platform to the security door.
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Electromagnet Chamber
note
Note: Each of the three Ages has an imager with a separate message from Saavedro.You can visit
the Ages (and find the imagers) in any order. But the messages play in the same order
regardless of the order you visit the Ages. So Saavedro's first message plays on the first
imager you activate, whether on Voltaic, Amateria, or Edanna. The second message plays on
the second imager you activate, no matter which Age; the same goes for the third message
on the third imager you activate.
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Five platforms surround a big central cylinder. Inside the cylinder, three continuous strips of
electrical circuits ring the cylinder's interior wall. Segments of these circuits are visible through
apertures in the cylinder; the apertures can be found under the D'ni numerals etched at each
platform (see figure 3-18).Your first look at the circuit configuration reveals disconnected
wiring, which explains why the power flow from the generator stops here.
note
Note: The figure etched over each aperture station is a D'ni numeral. The numeral over the
station at the bottom of the ladder is 1. As you circle counterclockwise around the cylinder,
the stations are marked with the D'ni numerals 2, 3, 4, and 5.
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note
Note: Remember, when you move a circuit strip at one aperture, you are moving it in all five
apertures. Also note that clicking any button 20 times moves that circuit strip completely
around the cylinder once.
Look into the aperture at station 1 (the one by the ladder). Click the top right-hand button as many times as it
takes to move the row of pins on the uppermost circuit strip into alignment with both of the stationary pins
above them.
Once you find a position in which top row pins match up with the stationery pins above them, step away from
aperture station 1, walk to station 2, and look into this aperture.
Do the top row pins here line up with the stationary pins above them? If they don't, click the top right-hand
button until these pins line up correctly. If they do line up, then step away from station 2, walk to station 3 and
peer into this aperture.
Continue to line up the topmost pins in the top strip with the stationary pins above them in all five stations until
every station’s top pins form an unbroken line from stationary pin to top pin.
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Then walk back to Station 1. Click the bottom right button as many times as it takes to move the row of pins on
the bottommost circuit strip into alignment with the two stationary pins below them.
When they match, move to the next station and check to see if all bottom pins line up. Continue clicking just the
bottom right button until all bottom pins line up in all five aperture stations.
Now, repeat this process with the middle row of circuits. Here, however, you must match the pins on the middle
circuit strip with the top strip and the bottom strip pins. Again, you must form an unbroken line of connector
pins from the top stationary pins to the bottom stationary pins.
If you get really frustrated, go back to aperture 1 and check out figure 3-20 for the solution.
When you succeed, you automatically step back and the aperture station slams shut. Electricity arcs across the
top of the electromagnet chamber.
note
Note: Warning! Quick cheat solution follows. The first time you look into any aperture, rotate the
top strip to the right 10 times, rotate the middle strip to the right two times, and rotate the
bottom strip to the right four times.
Go around the right side of the cylinder. Proceed past the first
platform to the second one.
Find another one of Saavedro's loose journal entries on the floor next
to the cylinder.
Open Saavedro's journal and read the new pages.
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Go back up the ladder, follow the tunnel to the next ladder, and climb up to the gear platform.
Return through the waterwheel’s metallic corridor to the alcove at the bottom of the power station's control tower.
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The Chasm
The chasm is a large circular canyon with a narrow gorge branching off to the south (as seen on
the map in figure 3-1).The canyon was carved by a whirlpool; water flows down through the
gorge from the inlet's waterfall. Note the series of tall metal pylons that thread their way up the
gorge.These pylons support a thick power cable running from the power plant.When it reaches
the chasm, this cable makes a 90-degree loop around a stone gantry tower, and then disappears
behind a massive dome-like door.
Follow the catwalk all the way across the open chasm, passing a T-intersection and the dry dock door to your right.
At the catwalk's end, look down to find the ladder, then descend. You end up in the airship dry dock.
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Cross the lower catwalk to a platform with four valve wheels and a gauge.
Examine the valve system.
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Fig. 3-27. This pipe directs hot air from the valve
system to the airship's balloon. Note how
Saavedro has destroyed the catwalk to the airship.
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Lava Chamber
Hot enough for you? This lava chamber provides the superheated air needed to inflate the
airship.The chamber features two areas: a two-level control room (where you are now) and a
lava containment center. A giant intake fan draws hot air into a conduit (the segmented pipe
you walked across the chasm) and funnels it to the dry dock's valve tower.
You dropped from the ventilation duct into the top level of the control room. A shaft with
a ladder leads down to the bottom level. Behind
you, a window overlooks the lava containment
center, a large room that contains, oddly enough,
lava. In front of you is a door.
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Step toward the door and click on the latch at right to slide it up.
Open the door.
This tunnel intersection looks familiar.You passed here earlier, but this door was locked.
Now you know why—the work of Saavedro, of course.The blue-lit tunnel runs to the power
station; the red-lit tunnel runs back out to the crevasse connecting the Small Isle and the chasm.
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operated only one at a time because a single control gear raises or lowers them.This control gear
is attached to a hydraulic arm that slides back and forth between the inflow and drain gates.
To complicate matters further, when positioned at either lava gate, the control gear also
raises or lowers the catwalk that (when raised to its highest setting) reaches the fan control
switch. So raising or lowering either lava gate simultaneously raises or lowers the catwalk.
Therefore, the goal is to manipulate the catwalk and the lava gates so that you:
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The knob makes one counterclockwise rotation.Through the window you see the control
gear (now at far right) turn counterclockwise. As it turns, it simultaneously lowers the catwalk
and lifts the drain gate, clearing the room of lava. Now you can enter through the bottom floor
of the control room. (Note that you can see the fan control switch on the wall beneath the fan.)
See the fan control switch on the wall just under the fan? Now find the circular hole in the
catwalk's vertical end-piece.The hole is designed to match up with the fan switch, so you must
raise the catwalk high enough to reach the switch through the hole.
And say… is that a painting on the drain gate to the right?
Approach the control wheel on the catwalk. This second control wheel works the same as the first, but the center
groove is not jammed. So you can rotate or slide the red knob to manipulate the control gear.
Move the red knob in a clockwise direction. The control gear rotates clockwise, simultaneously raising the catwalk
and lowering the lava drain gate at right.
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Now slide the red knob to the left through the center
groove. The hydraulic arm moves the control gear to the
left side, engaging it to the large gear that moves the
lava inflow gate.
Step forward and then examine the painting on the drain gate.
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Go back to the control wheel and rotate the red knob clockwise. This lowers the catwalk one level and closes the
lava inflow gate. (If you look up, you see the fan now spinning.)
Slide the red knob to the right to move the control gear to the right side.
Rotate the red knob counterclockwise to simultaneously open the lava drain gate (emptying the room of lava,
thank goodness) and lower the catwalk. Whew!
Good! Now the fan is blowing and the drain gate is open.When lava flows through the
room again, the fan will push superheated air down the conduit to the airship dry dock. It's
time to make that happen. But don't leave the containment room yet! Remember, up in the
control room, the red knob won't slide because of Saavedro's sabotage. So, you must shift the
control gear over to the inflow gate before you go.
Important! Slide the red knob to the left to move the control gear over to the inflow gate side.
Exit the lava containment room.
Climb the ladder back to the control room's second level.
Approach the control wheel and rotate the red knob counterclockwise. This raises both the inflow gate and the
catwalk, allowing lava to flow freely through the room.
Now head back to the dry dock! First, look straight up to find the ventilation duct opening. Click on it to enter
the duct.
Crawl through the tunnel to the hatch and exit the duct.
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Approach the lower tier of valves. Again, three valves are open (venting hot air) and one is closed.
Examine the pressure gauge.
The black needle indicates a current pressure of 10; zero is the line between the blue and
red zones, and the needle moves counterclockwise as air pressure rises. See the red line marking
19 units of pressure at the upper left? That's the exact air pressure needed to inflate the airship
without tripping the release valve. So you must open valves until you hit 19.
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note
Note: A valve venting air out of its cap is "open" and thus producing zero pressure (as in figure
3-40). A "closed" valve cap produces full pressure from that valve.
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Again, note that one valve cap on the lower tier (the far right valve) is closed. If you try to open it by turning its
valve wheel, nothing happens; the wheel is jammed.
Turn the valve wheels to close the other three valve caps on the lower tier. This raises pressure from 10 to 40
units, pushing the gauge needle into the yellow zone—enough to get the elevator up to the middle tier.
Click on the elevator handle and drag it all the way to the right. The elevator rises to the middle tier.
Close three of the venting valves on the middle tier. This raises pressure by 12, pushing the gauge needle into the
red zone, from 40 to 52—enough to reach the top tier.
Pull the elevator handle to the right again to ride up to the top tier.
Close just one valve on the top tier. This raises total pressure by 1, from 52 to 53.
Pull the elevator handle to the left and ride down to the
middle tier.
Open one more valve, so that a total of two valves are
open and venting air. This reduces total pressure by 4,
from 53 to 49.
Pull the elevator handle to the left and ride down to the
bottom tier.
Open the three valves that are not jammed. This reduces
total pressure by 30, from 49 to 19.
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note
Note: If there's not enough pressure to inflate the airship when you turn the final release valve
wheel, nothing happens. If there's too much pressure, the release valve blows, forcing you
to try again.
Watch the airship inflate, rise, and sail forward. After a short flight, the ship halts at the
closed dry dock doors. Next step: Let's open those doors.
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note
Note: If you haven't solved the puzzles in both the power plant and the electromagnet chamber,
the elevator won't have power and you can't
access the gantry.
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Follow the lower walkway to the dry dock door release lever.
Pull the release lever; the door opens. The airship emerges, floats along the cable, bumps against the gantry
platform's walkway, and comes to a halt.
Note that the airship's weight pushes the gantry walkway slightly forward, away from the
elevator walkway. After this happens, you cannot access the elevator again; your only choice is to
board the airship. But that's exactly what you want to do.
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Proceed to the lever at the end of the gantry platform. This lever connects to a brake that prevents the airship
from moving forward.
Pull the lever and watch the automatic sequence that follows.
note
Note: The lever on the gantry platform was installed to control the levitating island. The circuit is
broken between the pylons to make that lever work. The inlet gantry and the lever were
added for safety reasons, so operators could see the island before raising it. (You wouldn't
want someone to be on the island while it raised.)
You swing around to see the airship, now released from the brake, moving forward. As it
moves, its weight pushes the gantry platform ahead of it. At the same time, the mechanism that
holds the airship onto the cables below it lifts and drags the pole into its proper position on the
second pylon.
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Walk back to the airship, climb inside, and pull the release handle. The craft floats to the now levitated Small Isle.
When you arrive, exit the airship onto the walkway.
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Notice that the metal container holding the J’nanin linking book has dropped down to
make room for the airship; the book’s no longer accessible. But you don't need it now. (Never
did, in fact, if you're using this guide!) The glowing green light on the stone building’s door
indicates power now flows here.
Click on the door's lock mechanism. The door drops, revealing a small stone room with a ladder leading down a
long vertical shaft.
Enter the room and climb down the ladder to the bottom of the shaft.
Click on the wheel on the floor.
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Back to J'nanin
When you return to J'nanin from Voltaic with the Energy symbol, you link directly into the
second floor of the Observatory.
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note
Note: Remember you can bring back symbols from the Ages in any order. When placed on the
imaging table, each symbol activates some aspect of the cage mechanism in the pit, then
triggers a hologram message from Saavedro. Whether from Voltaic, Amateria, or Edanna, the
first symbol placed on the imaging table raises the cage from the pit, the second symbol
opens the cage, and the third symbol extends a ramp to the cage. Saavedro's messages play
in the same order regardless of the order you solve the Ages.
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Once you bring back the first Age symbol and use it on the imaging table, the blue button thereafter triggers
Saavedro's second message ("Not so easy, is it, Atrus?") until another Age symbol is retrieved and placed
on the table.
Go to the doors and exit the Observatory onto the high bridge.
Solve the next linking book puzzle. In this walkthrough, we'll go to Amateria next. See "Getting from J'nanin to
Amateria" in Chapter 2, J'nanin: The Lesson Age.
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Control
Panel
Balance Bridge
Lookout
Saavedro’s
Cave
Arrival Control
Central Panel
Tower
Resonance
Ring Puzzle
Offshore
Platform
Control
Panel
Turntable
Tracks Puzzle
Amateria looks like a big, haunted amusement park ride, doesn't it? Apparently,Atrus wanted his boys
to enjoy themselves while learning about Dynamic Forces. Elevated tracks run left, right, twist, and
turn. Look at Amateria's layout in figure 4-1. Four structures, one at each compass point, surround a
Central Tower.The north structure is the Balance bridge Puzzle; east is the Resonance Ring Puzzle;
south is the Turntable Track Puzzle; and west is a mysterious, unnamed offshore platform.
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Note: Your ultimate goal in each of the three "Element Ages" is the same: find that Age’s unique
symbol, then bring it back to the J’nanin Observatory.
Tracks run from the Central Tower to each structure, move through the structure in some
fashion, and then run back to the Central Tower.The track's connection, however, is incomplete
in some way in each structure.Your overall goal in Amateria is to complete this circuit of track
for each structure.
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Swivel to your left. A set of tracks heads out over the water, curving right and then back, ending at the first of
three columns. To the left of these columns is an unusual offshore structure.
Turn to view a large roofed structure: the Central Tower. A wooden bridge extends to it.
Step toward the tower. Your path is soon blocked by a gap in the wooden bridge.
Turn left and examine the console before you.
A series of stone hexagons form an unusual pattern on the console. If you click any stone, it
depresses. But if you click to zoom away, they reset. Obviously, this is some sort of code box.
Continue walking across the next slatted bridge until you reach a tunnel formed by Amateria’s towering basalt
columns. A chain-link guardrail directs you to a set of hexagonal steps leading downward.
Go down the curving stairs. They end up in a tunnel lit by two sources: fire marble lanterns carved into the
columns, and glowing crystal fragments scattered along the cavern floor.
Walk through the tunnel until you reach an opening to the left. Threatening storm clouds roil over the water in
the distance. Look up to see more curving track just above the opening. Where does it lead?
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Continue down the tunnel until you reach a fork in the path. The left fork leads to a wooden walkway. For now,
take the right-hand fork.
An elevator shaft is carved into the basalt to the left. Board the wooden elevator and pull the lever to ride to the top.
Balance Bridge
The elevator deposits you on a lookout ledge atop the caverns.
Here, you get a close-up view of the massive Balance Bridge
mechanism. Looping tracks curve around a basalt column and then
run through a metal half-pipe bridge.The bridge balances atop an
axle connecting two gearwheels.This axle is a fulcrum, set exactly in the
middle of the bridge. If you roll the gearwheels, you can move the fulcrum to
different points under the bridge, changing the distribution of weight.
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The Lookout
Step out of the elevator and walk to the end of the lookout ramp.
Examine the bridge. Note that something resembling a sling or hammock hangs from one end of the bridge. (See
figure 4-8.) This is a "catch-basket"; you'll see how it works in a minute.
Zoom in on the sphere that’s sitting at the top of the
looping track.
Interesting.The sphere is divided into sections or wedges. From here you can see four of
them.Three of these sections are made of wood, and one is made of crystal. Do these substances
remind you of something you may have seen earlier? How about Saavedro's collection of
balances in his Observatory?
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Control Panel
Outside the cavern you can see that the Balance Bridge sits above a honeycomb of glowing,
geyser-formed paint pots. A control panel sits on a cross-shaped wooden platform. Mineral
deposits on the other side of the platform form a walkway leading to a hut underneath the
massive fulcrum bridge.
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Watch as a crystalline ice sphere from the Central Tower swings around the upper track.
This ice sphere clips the multicolored sphere as it passes, knocking it down a separate track that
loops around the basalt column at right.The colored sphere reaches the bridge first, dropping
into the catch-basket and pulling down the right-hand end of the bridge. Immediately after
that, the ice sphere arrives, tries to cross the Balance Bridge, and shatters into pieces.
No matter where you move the fulcrum, you get the same results. Clearly, you need more
counterweight on the left end of the bridge to keep it level. But how?
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Fig. 4-14. A rope hanging from the end of the bridge drops down through the hut's roof and
into the Weight Room below.
Weight Room
A wooden balance hangs by a rope from the Balance Bridge (the half-pipe bridge) above.
Wedges of crystal, metal, and wood lie on a bench along the back of the room.The hanging
balance is a counterweight; it hangs on the opposite end of the bridge from the catch-basket
that catches the multicolored ball.
As originally designed by Atrus, the puzzle solution was to place wedges onto the hanging
wooden platform until the counterbalance matched the weight of the multicolored ball—that
is, the equivalent of 11 wedges of wood.With both ends of the Balance Bridge in balance, the
ice sphere could roll across and return to the Central Tower. But Saavedro smashed many of the
wedges, making it impossible to achieve a one-to-one weight ratio. So you’ll have to use the
fulcrum controls outside on the console and do a little easy math.
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Once again, a device back in Saavedro's J'nanin room hints at how to proceed. Remember
the hanging stick figures next to the hammock? That miniature fulcrum toy featured two fixed
weights attached to one end and exactly half that amount attached to the other. Back then we
suggested you examine it to discover how to achieve balance despite the uneven distribution of
weight—in that case, a 2 to 1 distribution.
Add 2 wood wedges to increase the weight of the balance from 4 wood to 6 wood.
Add one metal wedge to get a weight of 22 wood.
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Again, metal is four times heavier than crystal, which is four times heavier than wood. So
the metal wedge is 16 times heavier than wood—1 metal wedge weighs 16 wood.This
increases the balance platform's weight to 6 + 16 = 22 wood—twice the weight of the
multicolored sphere. Now let's move the fulcrum to balance the Balance Bridge.
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Sketch the code. (Or better yet, just put a bookmark in this page for later reference to figure 4-19.) Note that this
symbol’s border is yellow. It will be important later on.
Return to the basalt cavern via the wooden walkway.
When you reach the fork in the tunnel, go left and proceed past the elevator.
Continue down the remarkable tunnel lit by more of those oddly glowing blue crystals.
When you emerge from the tunnel, approach the set of rungs carved into a column on your right.
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Fig. 4-21. The Resonance Ring Puzzle tracks curve and loop through five resonance rings.
Towering blue crystals generate the rings.
Control Panel
Approach the control panel and turn right. Saavedro left another set of journal pages on one end of
the cross-shaped platform.
Pick up the pages and read them.
Saavedro writes of the first visit to Narayan of Sirrus and Achenar, as boys. But in his
fevered mind he melds this meeting with other, future events that occurred when the boys had
returned as young men with "something dark…in their eyes."
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Examine the control panel. Note the buttons and their corresponding odd-shaped gears. Take special note of the
order of the gears.
Pull the console lever (just left of the gears) and watch the amazing result.
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Again, each blue crystal generates the sound barrier in the resonance ring just below it. So
when a button deactivates a crystal, it also deactivates the crystal's resonance ring.
Pull the tall lever at far left to lower the platform to the ground.
Head back down the track to the ladder.
Descend the ladder, turn right, and enter the watery cave just ahead.
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Saavedro’s Cave
Check out Saavedro's mural on the wall. Monstrous, laughing images of Sirrus and Achenar float above a pitched
battle. In the middle of the conflict stands a man—Saavedro, no doubt.
Follow the wooden walkway out of the cave. Ahead you see
a series of curved, crumbling basalt columns; it looks like
the skeleton of a whale.
Scramble over fallen chunks of basalt until you reach the
Resonance Ring Puzzle tracks.
Climb up onto the tracks and turn left.
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Soon you hear the resonating hum of the first resonance ring, and you see the ripple of its
clear concentric vibrations.These sonic vibrations cause the ice sphere to shatter when it
attempts to pass through them.You, however, can walk right through it if you want.
Don't walk through the ring yet. Instead, walk past the
ring down the ramp extending to a small dial on a post.
Zoom in on the dial for a close up.
Click on the gear at the 10 o'clock position to move the pointer there. (See figure 4-27.) As you do, the crystal's
frequency changes.
Walk back to the ring and then duck through it. For a second, as you stand within the ring itself, the
camera shakes.
Follow the curve of the track downward through the lower tunnel in the pagoda, another four-way intersection.
Again, where would the ball roll? Veer slightly right (not a hard right) and head up to the curve of the next arm.
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Step into the resonance ring. You should see the Central Tower vibrating madly in front of you.
Turn right and step onto the ramp to the frequency dial. You should see the collapsing "whale-bone" basalt
columns to your left. (See figure 4-28.)
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Fig. 4-30. Here's the view of the third ring's dial. Set it to the 2 o'clock position as shown here.
Walk to the left through the third resonance ring and head down to the lower track intersection.
After you enter the intersection, pivot slightly to the right and go through the middle of the three openings to
proceed to the fourth resonance ring.
Step through the ring and follow the ramp to the dial.
Set this dial's pointer to the 4 o'clock position.
Fig. 4-31. Here's the view from the fourth ring's ramp. Set the dial to the 4 o'clock position as
shown here.
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Now follow the track heading upward and straight through the pagoda to the fifth and final ring.
Follow the ramp to the dial. You should be looking directly down at the hexagonal pools, with the Turntable
Tracks structure visible in the near distance.
Set the dial pointer to the 6 o'clock position.
Fig. 4-32. Here's the view from the fifth ring's dial
ramp. Set the dial to the 6 o'clock position as
shown here.
Step back onto the track, pivot slightly right, and follow it upward to the pagoda intersection.
In the intersection, turn left so you're facing the Central Tower.
Walk toward the tower until the track ends, then scramble back down over the collapsed columns to
Saavedro’s cave.
Make your way around the perimeter of the cave, and then proceed up the carved rung ladder to the Resonance
Ring Puzzle control panel.
Turn left and pull the long handle to raise the platform.
Pull the console lever to release another sphere.
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The tower top levitates again, and another crystal sphere materializes and drops onto the
track.With all the rings working correctly, the sphere makes it through the circuit without
exploding, and returns back to the tower safely.Well done!
Now watch the console casing fold in, showing another bridge being raised near the
offshore structure.Then the casing closes in on itself, this time locking into place. A hexagonal
code is etched on the casing—the second of three such codes necessary to complete the Central
Tower walkway.
Sketch this code for later. (Or better yet, jot down "figure
4-33" for later reference.) Note that the symbol’s border is
blue. It will be important later on.
Retrace your route through the mural cavern and back to
the Resonance Ring Puzzle tracks.
After you climb onto the tracks, walk to the pagoda inter-
section and turn hard right. This puts you onto the
track that runs back down to the fifth resonance ring.
Follow the track through the resonance ring and
over the hexagonal pools. Continue until the
wood slats abruptly end.
Pivot left and step onto the moss-covered
columns.
Follow this path until you find a slatted door
on your left.
Go through the slatted door and approach the Turntable Tracks control panel.
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Turntable Tracks
Control Panel
After you step through the slatted door, turn right and look down. Saavedro left another journal page sitting on a
mossy rock.
Read the pages. Saavedro writes again of the trickery and false promises of Sirrus and Achenar.
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Experiment with the pegs; pop them into holes and pull the lever to see what happens.
Note that when the ice sphere sits on the left wheel, the wheel and the control panel's left dial
turn counterclockwise.When the ice sphere sits on the right wheel, that wheel and the control
panel's right dial turn clockwise.Whenever a peg rotates to the bottom position of a control
panel dial, it slides through a hole and drops back into the tray, and the ice sphere on the wheel
below is launched.
Recall that four sets of arched tracks guide the ice sphere from wheel to wheel. If the
sphere is not aligned with one of these sets of tracks when its wheel stops turning, it shatters. If
the sphere lands in a ring without a spring, it falls through and shatters.
With a little analysis and experimentation, you can plan a course for the ice sphere that
moves it to where you desire. See the broken peg opening? More sabotage. Originally, Atrus
designed several ways to solve this puzzle, but Saavedro wants you to do it the hard way.
Stumped? Read on for the answer:
Place pegs in the holes located at the 12 and 2 o'clock positions on the left dial. Place the remaining peg in the
hole located at the 10 o'clock position on the left dial. (See figure 4-36.)
Pull the lever to release the ice sphere from the Central Tower.
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Here's what happens. All numbers refer to those called out in figure 4-37:
The console casing folds in, showing the last bridge being raised near the offshore platform.
Then the casing closes in on itself, locking into place. A hexagonal code is etched on the
casing—the third of the three codes necessary to complete the Central Tower walkway.
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Tower Entry:
The Hexagon Codes
Step up the walkway toward the tower and turn left to face
the podium with the hexagonal buttons.
Click on the podium and enter any of the three codes from
the control panels (Turntable Tracks, Balance Bridge, or
the Resonance Ring Puzzle).
Click to zoom away. Two bridge flaps rise to span the first gap
in the walkway.
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Note: The podium codes will not work until the structure it corresponds to is correctly set. A
mechanism in the bridge checks this to keep explorers in the age safe.You’ll see why later
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Tower Interior
The tower interior is divided into two sections: the switchyard base and the circular top floor. As
its name implies, the base contains an immense, track-covered switchyard.Tracks curve up,
down, and around in total disarray across nine circular platforms.
From this position, you can see the entire island. Looking above you, you can see four
colored buttons that launch ice spheres toward the different structures on the map. But you hear
each sphere get destroyed when it re-enters the pagoda. Perhaps the tracks below you aren’t
correctly aligned.
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Look at the colored buttons above you. Here's how the colors correspond to the structures outside:
green = Turntable Tracks
blue = Resonance Ring Puzzle
yellow = Balance Bridge
red = Offshore structure
If you recall, these are also the colors that bordered the panels with the hexagonal codes after
you solved each of these puzzles.
Approach the wooden control console; this controls the tracks below. Perhaps you can arrange the tracks in a
pattern that an ice sphere can roll through.
Click on the console for a close-up of the switchyard controls
(see figure 4-42).
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Of course, the three final segments of track leading to that offshore structure are still in the
water. But remember how you saw a scene of each track segment rising out of the water when
you solved each of the three puzzles around the island? It makes sense that by sending the ball
through all three of Amateria's structures (Turntable Tracks, Balance Bridge, and Resonance
Ring Puzzle) before you direct it to the offshore structure, you can raise all three bridge
segments first.
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Following the path from the green segment's entrance, click 5 twice to open a path to the exit of the yellow
segment.
Click 3 one time to complete a path to the exit of the blue segment. Voilà! When you’re done, your masterpiece
looks like figure 4-45.
With the tracks arranged, press the blue button to send an ice sphere rolling out toward the Resonance Rings.
An ice sphere launched from the Central Tower rolls out toward the "blue" structure, the
Resonance Rings, returns to the tower, raises one segment of track to the offshore structure,
and then heads for the "yellow" structure, the Balance Bridge.When the sphere crosses the
fulcrum bridge and returns to the tower again, the second segment of track to the offshore
structure rises. Next the sphere rolls out to the "green" structure,Turntable Tracks, and then
back through the tower, raising the third segment of track. Finally, the sphere heads off to the
"red" offshore structure.
After the ice sphere successfully navigates the entire Amateria circuit, a new sphere forms
around you and your chair and then rolls through the massive track you just created.Your
joyride ends at the offshore structure. As you roll into your final position, the Amateria
symbol slides into view. Automatically, you sketch it on a page from your journal.
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Back to J'nanin
When you return to J'nanin from Amateria with the Dynamic Forces symbol, you link directly
into the second floor of the Observatory.
The imager projects the sketch downward, raising a 3-D representation of the symbol
from a cam beneath the table. Another cam drops down, imprinting the 3-D symbol on its
elastic surface.Then the cams rotate, manipulating the cage mechanism.
If you're following this walkthrough, Amateria is the second Element Age you visit.
Thus, placing the symbol sketch on the imaging table opens the cage in the pit. Another
hologram projector message from Saavedro plays on the ceiling. (See the Note here.) This
second message hints at Saavedro's misunderstanding of the Art of writing Ages.
"I read all about the D'ni," he says. "How you started their world again. Can you
really do that, Atrus? After everything that’s happened to Narayan, could you start the world
over again?"
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Note: Remember you can bring back symbols from the Ages in any order. When placed on the
imaging table, each symbol activates some aspect of the cage mechanism in the pit, then
triggers a hologram message from Saavedro. Whether from Voltaic, Amateria, or Edanna, the
first symbol placed on the imaging table raises the cage from the pit, the second symbol
opens the cage, and the third symbol extends a ramp to the cage. Saavedro's messages play
in the same order regardless of the order in which you solve the Ages.
Once you bring back a second Age symbol and use it on the imaging table, the blue button thereafter triggers the
same message ("This what you expected, Atrus?") until another Age symbol is retrieved and placed on the table.
Go to the doors and exit the Observatory onto the high bridge.
Solve the next linking book puzzle. In this walkthrough, we'll go to Edanna next. See "Getting from J'nanin to
Edanna" in Chapter 2, J'nanin: The Lesson Age.
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Fan Palm
Corkscrew Cattail
(Withered)
Aurora
Blossom
Quaffler Fig Pod
Grossamery Nest
Lens Blossom
Corkscrew
Link Arrival Cattail
Fig. 5-1. Here's an overhead view of Deadwood Ridge, the upper level of Edanna.
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Edanna is a fantastic, living edifice that rises some 200 feet above the ocean.Your fly-by
approach (see figure 5-2) reveals its tree-like structure. Unlike most trees, however, Edanna
grows inward. Knotted, sun-bleached branches weave a labyrinth down the trunk's interior,
creating three distinct ecosystems: the dry Deadwood Ridge at the top; the lush, canopied forest
in the middle; and finally, the murky, saltwater swamp at the base.
Your primary goal in Edanna, as in the other Ages, is to find its unique symbol.To do so,
you must first discover how various plants and animals in the Age react to different stimuli: light,
touch, the presence of symbiotic and predatory plants and creatures, and so on. As you explore,
remember the enlightened observation in Atrus' journal: "Nature encourages mutual
dependence."
note
Note: Your ultimate goal in each of the three Element Ages is the same: find the Age's unique
symbol, then bring it back to J'nanin.
Deadwood Ridge
You arrive on a stark, well-lit ridge formed by Edanna's abrupt decision to
grow inward. Deadwood Ridge features three separate levels: upper,
middle, and lower.You arrive in the middle level. Branches curve and
wend their way downward from here, forming ledges and walkways
along the great trunk's inner walls. Huge, buttercup-like blossoms collect
rainwater. Near these petal-held pools rise giant Corkscrew Cattails. Other
unusual plants sprout nearby to form a symbiotic ecosystem.
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Upper Ridge
At the top, look to the left of the Corkscrew Cattail. Its tendril draws water from a nearby basin
formed by the flowering top of a vine plant called a Quaffler Fig. (More on that later.) It seems
the big cattail needs constant hydration.
Built into the curving sweep of a broken branch at the center of the ridge, the Grossamery
nest contains eggshells and a newly arrived hatchling. Below the nest, the J'nanin linking book
lies half-hidden and inaccessible within its sap-covered tangle of vines.
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This pod is actually part of the Quaffler Fig plant. Indeed, the Quaffler Fig is a "plant
system" that includes a flower basin that gathers rainwater on top and a hollow, tube-like vine
extending beneath that sprouts one or more fig pods.These huge pods can suck water down
through the fig's vine from the flower basin.The pod here, for example, is fully laden with water.
Note a few other things about this location (see figure 5-8). First, the water-filled fig pod
hangs from its vine over a dry basin.To the right, another Corkscrew Cattail shoots up from
below.This one, however, is withered and retracted, so you can't walk down its spiral leaf.The
cattail's drinking tendril reaches to the dry, empty basin in a fruitless search for water.
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Continue up the slope, following the path all the way to the top. At left, an Aurora Blossom sits in the shade of a
Fan Palm to the right.
Approach the Aurora Blossom. Its petals curl over an inner lens formed of hardened sap.
Touch the blossom's stamen to open the petals, and then look through the lens.
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Go back to the big flower, open the petals, and look through
the lens again.
See the hot spot? The Aurora Blossom's lens channels the
sunlight into a burning focus, much like a magnifying glass.
Aim the hotspot at the Quaffler Fig pod.
After a few seconds, the pod bursts, spilling its contents into the flower basin below.
Immediately, the Corkscrew Cattail's tendril begins sucking up the precious fluid, hydrating the
big plant, which in turn unfurls its spiral leaf the length of the stalk.
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Head back down the path to the newly hydrated Corkscrew Cattail, now unfurled and ready.
Climb down the vine.
Quaffler Fig Basin
(Electra Ray)
This is a fig pod, unfilled. Note that the pod is attached to the same tubelike vine that
runs from the basin above. Again, the pod, the vine, and the basin are all parts of the same
Quaffler Fig plant.
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Cross the rotted log and follow the tunnel-like path (speckled with purple dots of glowing lichen) as it curves
right. You come to a tightly curled Tongue Fern.
Pull the coil on the fern's lanternlike symbiotic spore. The spore opens, emitting light that stimulates the
fern to unfurl.
Take one step out onto the Tongue Fern.
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Turn right and click on the ledge with the trap. This time you swing across and land cleanly right next to the trap,
facing a crank handle.
Approach the handle and give it a crank! This raises the trap.
Step toward the raised trap and shake a pink fruit loose from the vine behind it.
Important! Click on the loose piece of fruit to roll it out from underneath the trap.
Fig. 5-19. After you raise the trap, knock down a fruit, and then push the fruit out from
underneath the trap.
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This last step may seem strange, but here's why you do it:You want to get rid of the rotten
log so you can swing to the far ledge.The log, remember, is encrusted with Barnacle Moss. Do
you recall what happens to that plant when a Squee chirps? The moss buds expand to twice
their original size. And there just happens to be a Squee's nest nearby. So your task is to lure or
chase a chirping Squee toward the rotten log.
After you move the fruit out from under the trap, head into the passage behind the crank handle. This slides you
down a one-way ramp.
At the bottom of the ramp, turn right and retrace your route through the tunnel to the Tongue Fern.
Take one step onto the fern. You automatically turn to see the Squee exit his nest and munch happily on the fruit
offering.
Pull the trap's release handle on the branch just to your right.
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The trap falls, blocking the Squee's route back into its nest. It hesitates a moment, then
makes a beeline for the rotten log.When the creature sees its favorite food growing there, it
chirps to reach the delicate flowers and nectar within.The Barnacle Moss expands, the rotting
wood gives way, and the bridge breaks apart, clearing the path for your daredevil swing.
Step to the end of the Tongue Fern and pull down the swing handle again.
Click in that direction to make the vine swing to the other side. You land in front of a previously inaccessible tunnel.
Once across, approach the Tongue Fern and pull the coil on its symbiotic spore. The spore glows brightly,
unfurling the fern to form a bridge across the gap. Now you have a route back to the upper levels of Deadwood
Ridge, should you need one.
Proceed down the lichen-lit path to the right of the Tongue Fern.
Edanna Forest
Edanna's dense forest is a true botanical wonder.
Quaffler
Some of the flora is familiar by now:Tongue Saavedro’s Fig Pod
Mural Area
Ferns, Aurora Blossoms, and a further
extension of the Quaffler Fig vine from First Orchid
above. But down here a pearlescent,
orchidlike flower with reflective
qualities makes its first Second Orchid
Aurora Blossom
Lower Hollow Upper Hollow
Branch Branch
Hollow
Branch Fork
Fig. 5-22. Here's your overhead Bungee Vine Fourth
Orchid
look at the Edanna forest area.
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The poor mother Grossamery is trapped inside the carnivorous plant! How can we get it
out? Think back to your exploration of Saavedro's living quarters on the first floor of the J'nanin
Observatory. Remember the smaller flytrap on his work desk? When you zapped its roots with
electricity, the trap opened.You can do the same to this larger version. But where can we find a
source of electricity in Edanna?
First, examine the flytrap's long spindly roots. They thread downward. Let's find out where they end up.
Turn around and spot the path leading outside Edanna's trunk through a narrow opening (just left of the path you
came down. See figure 5-24.) overhung with vines.
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Touch the pod. Sure enough, it sucks water and the Electra Ray down the vine from the previous pod. (This works
only if you’ve previously sucked the fish from the original basin to the fig pod just above the vine.) Note also how
the vine continues on downward from this now-swollen pod. More pods below?
Find the thorny roots of the Venus flytrap just to the left of the mural. Take a step toward them.
When you reach the roots, you can see two paths. Take the left path.
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Descend the crude stairs and follow the path as it curves around to yet another Quaffler Fig pod. Its vine drops
down from above. Could it be part of the same vine system through which we've been shuttling the Electra Ray?
Touch the pod. Yes, here comes the poor fish.
Note that this swollen pod hangs over an empty basin, and one bundle of the Venus flytrap's thorny roots wind
through that same basin. Any ideas?
Yes, you got it.Your next task: Pop the fig pod,
dropping the Electra Ray into the basin.The fish
can feed on the flytrap's thorny roots, give the carnivorous plant a good jolt, and thus open the
trap. But puncturing a Quaffler Fig is much easier said than done.
note
Note: The Electra Ray must be sucked through the Quaffler Fig vine system one pod at a time.
Therefore, first you must send the fish to the Fig's first spiky pod (just above the vine
swing puzzle) before you can send it to the second pod by Saavedro's mural, then on to
the third pod over the Venus flytrap's roots.
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note
Note: Each of the three Ages has an imager with a separate message from Saavedro.You can visit
the Ages (and find the imagers) in any order. But the messages play in the same order
regardless of the order you visit the Ages. So Saavedro's first message plays on the first
imager you activate, whether on Voltaic, Amateria, or Edanna. The second message plays on
the second imager you activate, no matter which Age; and the same goes for the third
message on the third imager you activate.
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Pivot the orchid until you center the curled Tongue Fern in the lens.
Back away from the lens, turn right, and continue to the third Lambent Orchid (the one in sunlight at the end of
the path.)
Look through the orchid's lens. Because the sun hits this flower, you can see the bright spot from its reflective dish.
Pivot the view to the left, putting the hotspot right on the second orchid. (See figure 5-33.)
Now you've got a double-bounce of light.The second orchid throws the sunlight from the
first across the forest. If the orchid is positioned correctly, it reflects light at the Tongue Fern,
causing that plant to unfurl.
At the top, you emerge from the hollow branch onto the
ledge where the Aurora Blossom sits.
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Notice that somebody hacked away the back petals of the Aurora Blossom, leaving its lens
uncovered and locked onto a single view. Approach the big flower to see that it points at the
water-laden pod with the Electra Ray below. If you can get sunlight channeled through the
Aurora Blossom, you can try the same trick you used up on Deadwood Ridge and pop the pod
using lens-focused light.
Here, a second hollow branch arcs above the first and across a tall opening to the outside.
This upper path curves to another bungee swing vine that we'll use later. For now, though, let's
return to the orchids on the other side of the forest.
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Follow the mushroom-lit lower path leading back down to the Tongue Fern.
Cross the fern bridge, follow the narrow path all the way back to mural area, then turn left and return to the
third Lambent Orchid (the one hanging in the sunlight at the end of the path).
Pivot this orchid until you center the hot spot on the first orchid (see figure 5-37).
The beam of sunlight now reflects off the first orchid and shoots across the forest to the
fourth orchid, which in turn directs the beam into the Aurora Blossom lens.The lens concen-
trates the sunlight into a burning ray that pierces the pod, spilling its contents into the root-
filled basin below.
Fig. 5-37. Third to first to fourth! This orchid "triple play" channels light through the Aurora
Blossom lens to puncture the pod.
After the freed bird flies away, look in the third orchid's aperture again.
Pivot the hot spot left, back to the second orchid. This unfurls the Tongue Fern again. (You might want to check
the view through the second orchid's aperture and verify that the light beam has opened the Tongue Fern.)
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Go back down to the basin, now filled with water and home to the Electra Ray.
Work your way around behind the basin to the imager and press the button to view Saavedro's message.
Retrace your route over the Tongue Fern and up the open, hollowed-out branch.
Proceed up to the spot near the top where you see the ocean to the left through Edanna's outer trunk.
Turn around and find the frayed opening of the upper hollow branch. Refer back to figure 5-36 to see what it
looks like.
Enter the upper hollow branch. Proceed as it curves sharply to the left and then opens onto a ledge. On the way,
you find another one of Saavedro's journal pages.
note
Note: Make sure to retrieve any journal pages Saavedro has left for you.
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As you look down the tree branch path in front of you, notice the smooth path on the left side and the stairway
carved into the branch on the right.
Climb the steps and proceed to a big, flat-leafed plant.
This is a coiled Jumping Dragon. It springs upward if you stand on it, lifting you to the
branch with the bungee vine swing. In this walkthrough, you don't have to use this plant. But
it's nice to know you have a way back up.
OK, OK, go ahead, give it a couple of tries, just for fun.
Return to the spot where you dropped down on the bungee vine.
This time, take the smooth path to the left.
Follow the path through the root-formed arch into the swamp.
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Edanna Swamp
The murky, low-lit swamp sits at the very Lambent Orchid
base of Edanna. Here, the giant tree's root
system snakes in and out of saltwater,
forming uneven paths. Shafts of Nemel Darker
Lotus Chamber
sunlight occasionally break
through the forest canopy
Lighter
or gaps in the great Fan Palm Chamber
outer trunk, but
luminescent growths
provide much of the Vesuvi
Hole in Root Mushrooms
lighting in this area.
Lotus Root
A huge, twisted clump of roots divides the swamp into two chambers.The first chamber
you enter receives almost no direct sunlight, so we'll call it the "darker chamber." The second is
more open and airy, so let's call it the "lighter chamber."
Darker Chamber
A large Nemel Lotus lies dormant in the center of the darker chamber.This plant contains the
succulents the mother Grossamery needs to feed her hatchling; however, they're locked inside
the plant's tightly closed pod.To expose the Nemel Lotus's fruit pod, you need two stimuli: first,
sunlight to induce the stamen filaments to unfurl atop the pod (thus exposing the anther, the
pollen-producing part of the plant), and second, pollinating insects which swarm to the scent,
inciting the pod's petals to open.
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After you step through the arch, turn left and follow the
path leading upward.
Three clicks along the path, turn left to see a gap
in the roots.
Through the gap you can see part of another Nemel Lotus, this one fully opened. It sits in
the second chamber (the lighter chamber).We'll visit it in a moment. For now continue up the
darker chamber path.
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Fig. 5-45. Follow the path to this Lambent Orchid, then aim its light right at the stamen
filaments atop the Nemel Lotus.
Note how the stamen filaments atop the Nemel Lotus immediately unfurl in the reflected
sunlight.These can attract the flying insects needed to stimulate the plant's large pod to open,
thus revealing the succulent fruit. But do you see any insects yet? No, because they're all buzzing
around the Nemel Lotus that's already open in the other chamber (the one you saw through
the root gap).
Your next task: Lure the insects into this chamber.
Return down the path to the gap in the roots. (Remember, on the way down it's now on your right side.)
Walk through the gap into the other chamber.
Lighter Chamber
You emerge into the second root-formed chamber. See?
It's not as gloomy in here. In one very prominent
sunbeam, another Nemel Lotus sits wide open, its
succulents either crushed or missing, taken by the mother
Grossamery before she was trapped by the Venus flytrap
plant. A swarm of pollinating insects flies around the lotus's
unfurled stamen filaments.The insects will not leave this
chamber so long as the filaments are extended.
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Turn right and follow the path around the Nemel Lotus up to the retracted Fan Palm.
Touch the heart of the Fan Palm to raise and spread its big fronds.
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Turn around and follow the path that curves around the Nemel Lotus to the other side of the chamber.
Approach a thick, purplish root with a hole cleanly bored in it. Near the hole sits a ball-shaped Vesuvi Mushroom.
Touch the Vesuvi Mushroom. A cloud of noxious spores
shoots upward.
note
Note: The insect swarm exits this chamber only if the stamen filaments atop the Nemel Lotus are
closed for lack of sunlight. Therefore, if you touch the Vesuvi Mushroom while the sun is
shining on the Nemel Lotus—that is, with the Fan Palm closed—the insects fly up, wait for
the spores to settle, and then fly back down to continue pollinating the plant.
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Now enter the hole in the big purple root. It's hollow and big enough for you to walk through.
Follow the root tunnel. Along the way, look for another page of Saavedro's journal.
You emerge directly inside the first Nemel Lotus! The walls of the plant are lined with fruit.
Look up and turn until you see the two stamen filaments, now abuzz with insects.
Click to move toward the filaments, then turn around to see the huge succulent fruit.
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Pivot left and exit the cage by sliding down the curving
bough beneath.
Look at the Nature symbol formed by vine fragments encased in amber.
Click on the symbol. You automatically sketch it on a sheet of paper.
Turn and use the J'nanin linking book to return to the second floor of the Observatory.
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Back to J'nanin
When you return to J'nanin from Edanna with the Energy symbol, you link directly into the
second floor of the Observatory. If you've followed the order of this walkthrough, you've found
the last Age symbol and are ready to visit Narayan.
The imager projects the sketch downward, raising a three-dimensional representation of the
symbol from a cam beneath the table. Another cam drops down, imprinting the 3-D symbol on
its elastic surface.Then the cams rotate, manipulating the cage mechanism.
If you're following this walkthrough, Edanna is the last Element Age you visit.Thus, placing
the journal page on the imaging table extends the ramp across the pit to the open cage.When it
locks into place, a hologram projector message from Atrus to his sons plays on the ceiling. (See
the Note on the following page.)
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note
Note: Remember you can bring back symbols from the Ages in any order. When placed on the
imaging table, each symbol activates some aspect of the cage mechanism in the pit, then
triggers a hologram message. Whether from Voltaic, Amateria, or Edanna, the first symbol
placed on the imaging table raises the cage
from the pit, the second symbol opens the
cage, and the third symbol extends a ramp to
the cage. The hologram messages play in the
same order regardless of the order you solve
the Ages.
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Chapter 6: Narayan: Age of Balance
Tapestries Fig. 6-1. Here's where you arrive: the middle floor
of the Narayan linking chamber.
Outer Shield
Console
Stairs
to Roof
Router
Switch
Inner Shield
Narayan is a water world; to survive here, a
Console civilization must manage symbiotic elements of the
Inner Stairs
Stairs to
Bottom
to
Bottom Floor
Floor
Age's unique ecosystem. (For more on Narayan,
Shield
Crystal see Chapter 8, Historian's Journal.) Your link from
J'nanin drops you into an organic-looking, split-
Glide Ship level chamber. Dark veins run through translucent
walls.Thick roots twist into pillars and stairs, then
fan out across the floor and ceiling to form sturdy, crisscrossing support beams. Behind you, five
pairs of red tapestries hang on the wall. Each tapestry is embroidered with words and symbols.
Note that another set of tapestries appears to have been torn from the wall.
Note the gold symbols on the tapestries decorating the walls. They look strangely familiar.
Climb the four green stairs to the raised part of the room.
Examine the devices here. A router switch sits between a pair of low podiums.
Try to activate either podium by clicking on it. Aside from a weak hum, nothing significant happens. Apparently,
these devices lack power.
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Turn around and approach the window barred by a vine trellis. See the glide ship—the gondola-like vehicle
hanging from a cable? The doorway to the glide ship platform is just to your left, but a translucent ice shield
blocks the way.
Turn right and exit the chamber.
Climb the metal stairway to the roof.
Chamber Roof
Outer Shield
Stairs to Crystal
Middle
Fig. 6-4. Here's an overhead view of the roof of the Floor
Inner
Shield
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Like the water on Riven, water in Narayan has special properties Atrus has learned to
control—in this case, the eternal mists and sea of clouds that blanket the Age. Atrus
installed special blue crystals in the linking chamber. Each crystal in its natural state
generates a harmonic that excites the water molecules in the surrounding mists,
causing them to bond and form an impenetrable shield of ice in a perfect sphere
around the crystal.
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Fig. 6-7. These special Amateria crystals generate the inner and outer ice shields.
These crystals were mined on Amateria, as you might expect. (In fact, Amateria is
the source of many crystals with special properties.) The big one that generates the outer
shield glows atop the tower. (You see it if you look up from the roof.) The small one
that generates the inner shield is embedded in the floor of the gondola platform, just
outside the doorway.
To lower the shield, Atrus taps into the geothermal vents below the tree to power a
generator (the large cylindrical device you stand on in Narayan). This, in turn, sends a
current to one of two crystals, directed by the routing switch in the upper tapestry
chamber. The current serves to stabilize the crystal, allowing the shield to dissipate.
The art is similar to that which Atrus applied in Amateria, but substantially more
flexible due to the special properties of water in Narayan. Ice spheres in Amateria are
quite fragile and susceptible to harmonic vibrations. Because of this, they're limited in
diameter, and also will not form naturally into a sphere, but must be molded by a
rotating Water Lathe.
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note
Note: Doesn’t Saavedro’s cloak look familiar? Did you notice the missing tapestry torn from the
wall downstairs?
Saavedro is a bit distressed that you're not Atrus. He browbeats himself awhile, in
particular asking, "Why would he rewrite Narayan?" Poor Saavedro believes that Atrus has the
godlike ability to resurrect an Age gone sour. Finally, he turns to you again. He points out
that you're stuck here with him; he left his J'nanin linking book in Tomahna. And with
distinct menace, he strongly suggests that if you find a way to link out of Narayan, you'd best
keep an eye over your shoulder.
After Saavedro leaves, look down to your right and spot the handle on the floor.
Pull the handle to activate the power core. Electricity now flows into the chamber below.
Take the stairs back down to the middle floor.
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Click on the router switch to flip it left, routing power to the left podium.
Walk around to the front of the leftmost podium and click on it to raise it. A small metal hatch covers the top.
Click on the hatch to uncover the console.
Click on various parts of the console display.
Note three clusters that represent three symbols. Each symbol comprises four glyphs. Each
of those four glyphs looks similar to the ones on the tapestries. Indeed, the symbols you found
on Voltaic, Amateria, and Edanna each appear to comprise these tapestry glyphs too.When Atrus
devised the three symbols to conceal in his Lesson Age course, he composed each symbol from
four smaller Narayan glyphs.
However, when devising a plan to lure Atrus back to Narayan, Saavedro decided to alter
Atrus' three Age symbols, "erasing" part of each one in some way.Thus, when you found them,
you obtained only partial symbols—a fact that becomes important here in Narayan. Each Age
symbol lacks some glyphs, so you must figure out what's missing.
How can you determine the missing glyphs? Start with the Age symbols you have.
Study the tapestries on the wall. Notice that each Age symbol comprises two of the glyphs before you.
Find the words that correspond to the glyphs in the Age symbols.
You find that the Voltaic glyphs stand for the words "Future" and "Motion," the Amateria
glyphs stand for "Force" and "Change," and the Edanna glyphs mean "Nature" and
"Encourage." Why do those words sound so familiar? Of course! They're parts of the Age-
building tenets you've been carrying with you in Atrus' journal since the very beginning of
your adventure:
Now you can complete the four-part symbols you need to enter in the control console.
Simply find the glyphs for the missing words from the first three phrases.
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Reread these journal phrases again, and identify the two missing words in the symbols for Voltaic, Amateria, and
Edanna. By comparing the two words you know from each Age's symbol to the corresponding mantra, you can
complete the sentences.
Scan the chamber tapestries again to locate the glyphs that match these missing key words.
Fig. 6-11. The Voltaic Age symbol is made from the Narayan glyphs for the words
"Future" and "Motion." So the missing words from Atrus' Energy mantra are
"Energy" and "Power."
Fig. 6-12. The Amateria Age symbol is made from the Narayan glyphs for the
words "Force" and "Change." So the missing words from Atrus' Dynamic
Forces mantra are "Dynamic" and "Spur."
Fig. 6-13. The Edanna Age symbol is made from the Narayan glyphs for the words
"Nature" and "Encourage." So the missing words from Atrus' Nature mantra are
"Mutual" and "Dependence."
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Examine the Age sketches in your inventory. From their arrangement, you can see that the top glyph in a symbol
stands for the first word in the phrase, and the phrase continues clockwise in a circle.
Input the Narayan tapestry glyphs for the Energy mantra starting with Energy at the top, then continuing
clockwise with Power, Future, and Motion.
note
Note: You can input the three symbols in any order.
Input the Narayan tapestry glyphs for the Nature mantra starting with Nature at the top, then continuing
clockwise with Encourage, Mutual, and Dependence.
Input the Narayan tapestry glyphs for the Dynamic Forces mantra starting with Dynamic at the top, then
continuing clockwise with Force, Spur, and Change. When the last symbol is entered, the console locks, and the
inner shield comes down. Cool!
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note
Note: Once you lock the correct code into the left console, the inner shield melts whenever
you route power to that console. So you can raise or lower the shield by turning the
router switch.
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Go to the router switch and route power to the other (rightmost) podium. The inner shield reforms itself.
Approach the other podium. This one, obviously, controls the outer shield.
Raise the podium and open the hatch to see the console.
Hmmm, only one symbol to enter here. No doubt it works like the other podium code.
Of course, you've already used Atrus' mantras for Energy, Dynamic Forces, and Nature to
determine which glyphs to enter on the inner shield podium. So the remaining Age-building
tenet—balanced systems stimulate civilization—must indicate the symbol code for this outer
shield console. Saavedro could never figure out the second shield puzzle because he never had
access to Atrus’ mantras—only you, Sirrus, and Achenar knew Atrus’ last mantra.
If you look at the tapestries, you’ll find the symbols for the words “balance” and “system.”
But where are the rest of the corresponding glyphs for the mantra words? Downstairs.
Locate the glyphs for “balance” and “system” on the first floor tapastries before heading downstairs.
Turn the router switch left to melt the inner shield again.
Step through the unblocked passage to the glide ship balcony and look around. Obviously, this craft goes nowhere
until that outer shield comes down, too.
Note the blue crystal imbedded in the floor. This generates the inner shield. (See the sidebar "How the Narayan
Shields Work" for more on this.)
Turn left and go down the stairs to the bottom floor.
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Stairs
Stairs to
to
Middle
Middle Floor
Floor
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note
Note: Once you gain the Tomahna linking book, you can use it at any time. But if you return
to Atrus while Saavedro is still free to roam the Narayan linking chamber, Saavedro
follows you to Tomahna—and the consequences are quite unpleasant for you and your
friends there.
Find the glyphs for “stimulate” and “civilization” on the downstairs tapestries.
Translate the Balance mantra into glyphs—"balanced systems stimulate civilization."
Fig. 6-21. The Narayan Age symbol is made from four Narayani glyphs,
the two found upstairs–"Balance" and "System"—and two found
downstairs— "Stimulate" and "Civilization."
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Endgame Scenarios
When you enter the fourth symbol into the console, the outer shield melts. Saavedro runs in,
overjoyed to see that Narayan is still alive—indeed, the cheery lights of a settlement glow on
a distant Lattice Tree. But when Saavedro experiments with the router switch, he grasps its
double-lock system—and realizes he needs you to lower the outer shield while he is in the
glide ship. In return, he'll give you Releeshahn—or so he says.Then he goes out to the glide
ship platform.
Here's where the Myst III: Exile endgame branches into numerous possibilities.
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If you simply take Saavedro at his word and throw the router switch to drop the outer shield,
he double-crosses you. Makes sense, doesn't it? The poor fellow has been in exile, building a
deep store of hatred and mistrust, for nearly a quarter of a century.When the shield melts,
Saavedro makes a snide remark about "my end of the bargain." Then he simply tosses the
Releeshahn book into the sea, hops aboard the glide ship, and rides happily to the Narayan
settlement—leaving you to link back to Tomahna and face the intense disappointment of
Atrus and Catherine.
If you distrust Saavedro (rightly so) and follow him out to the glide ship, he grows angry and
threatens to drop the Releeshahn book into the sea below. After that, several possibilities present
themselves, all pretty bad.
1. If you linger on the glide ship platform, Saavedro holds the book over the ocean below
and gives you one last warning. If you still take no action, Saavedro finally drops the
book and attacks you with his hammer. Game over!
2. If you leave the platform after his first warning, but then return to the glide ship a
second time, Saavedro holds the book over the ocean and gives you a last warning. If you
still take no action, Saavedro finally drops the book and attacks you. Game over!
3. If you leave the platform twice after Saavedro's warnings, then foolishly return a third
time—well, you really tick him off, and understandably so. On your third trip out,
Saavedro turns and springs without warning right at your sorry face.
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Go Back Downstairs
1. If you forget to flip the router switch to the right (toward the outer shield console) before
you go back upstairs, the inner shield melts when you turn on the power. Saavedro feels
betrayed and pounds upstairs to hammer you.
2. If you immediately link back to Tomahna with the Releeshahn book, you leave Saavedro
trapped between the ice shields.
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game ends with a bittersweet voiceover in which he laments "the anguish of decisions that were
made." Ultimately, Atrus asks, "But if I had been the one to face Saavedro…would I have left
him stranded without hope? Would I have sacrificed his dreams to claim my own?"
Saavedro rides joyously to the Lattice Tree settlement in the distance. Finally, link back to
Tomahna to deliver the book to Atrus.You hear his final voiceover comments in which he
rejoices that "old wrongs have finally been righted."
Fig. 6-28. Atrus and Catherine appreciate your efforts on their behalf…and Atrus adds another
chapter to his journal, content that "old wrongs have finally been righted."
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When you buy a strategy guide, you seek answers. But some guide buyers want more than
answers—well, to be precise, less than answers, actually.Yes, many fans of the Myst universe crave
the satisfaction of solving puzzles themselves.They don't want a road map.When lost, they want
a quick head bob indicating "you might want to try over there."
Under each Age, we list the main locations/puzzles. Remember, though, that Myst III: Exile is a very non-linear
game. You can visit the Ages in any order, and encounter puzzles in a myriad of different ways.
Under each location within an Age, we list a series of questions that explorers might logically ask.
Then, under each question, we give a bullet-point list of increasingly more specific answers, but always stop
short of revealing the final solution.
Again, each bullet point under a particular question reveals more than the previous bullet
point. So, for those of you with wild eyes or no willpower, we suggest covering each stack of
bullet points with a sheet of titanium-reinforced paper stock to eliminate the possibility of what
we in the industry call "seeing ahead."
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If you reach the end of a bulleted list and still can't solve the puzzle, don't be ashamed.
Simply refer to the corresponding chapter and section in "The Golden Path Walkthrough."
Hey, it's OK. People cheat all the time.We got all of our puzzle solutions directly from the
developer, Presto Studios, and yet we still feel really good about ourselves.
General Hints
Before you jump into the Ages, take a look at this quick list of starter tips.
Like its predecessors Myst and Riven, Myst III: Exile is a game of exploration. Pay close attention to the details of
each Age; don't overlook anything!
Don't assume that toys or gadgets are mere eye candy. Many simplistic devices you find early in the game
provide clues for later, more complex puzzles.
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The Observatory
Saavedro locked the door off the high bridge at the top of the Observatory, the tall structure in
the middle of the island's caldera. If you peek through the window in that door, you see the
man pacing around—waiting, apparently. Now what?
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Are those little marbles that move around the telescope viewing
lens important?
Yes.
Very important.
Keep an eye out for similar mechanisms elsewhere on the island.
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I got inside the tusk, but how do I reach the linking book?
Have you seen this linking book chamber through one of the Observatory telescopes yet? If not, head up to the
Observatory's second floor for a peek.
What happens to the Observatory telescope as you pan, focus, and zoom the view on the tusk's linking book
chamber?
In the tusk, look at the podium below the linking book. Does that mechanism look familiar?
Where else have you seen metal marbles moving around concentric circle tracks?
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I got the tusk door open. How can I cross the ripped-out floor to
the podium under the linking book?
Fill the hole.
Look at the floor hole. Is anything around here big enough to fill that space?
Is that big, hole-filling thing moveable? Have you moved it before?
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Hmmm. The Moss buds seemed to expand at the sound of the Squee's chirp. Have you seen those buds
anywhere else?
The Barnacle Moss buds along the cliff wall near the tusk door
would make a nice bridge. How can I make them expand?
You can't, but the Squee can.
You need the Squee's chirp to expand the Barnacle Moss.
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Arrival
I can't open the big door on the stone structure. Is it locked?
Not exactly. The door opens mechanically.
The door needs power.
Make electricity flow to the door.
In fact, nothing in this Age operates without power. Find the power plant.
Power Plant
Where is the power plant?
You can see it from your point of arrival.
It extends from the main island and dams the inlet.
Follow the catwalk.
Look for tunnels.
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The waterwheel turns now, but it's not producing any electricity!
Is the waterwheel gear linked to the turbine generator gear?
Have you been out to the gear platform yet?
The gears mesh under the gear platform.
The big vertical gear on the waterwheel has to mesh with the big horizontal gear under the platform.
The horizontal gear is too low.
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I found the emergency gear release, but when I try to raise the
gear, it won't go!
You can't mesh two gears while one is turning.
The waterwheel gear must be stationary before you can raise the generator gear.
Stop the waterwheel, then try again.
But if you just move the sluice gate to direct water away from the waterwheel, you can't get back down to the
gear release room.
You can't raise the gear unless water is flowing under the waterwheel without turning it. How can you do that?
Electromagnet Chamber
The power plant is running, and the door on the gear platform is
open. Now I'm in a big chamber full of coils with a big cylinder
surrounded by five platforms. What next?
Examine the cylinder.
Find an aperture and look through it. To borrow a line from Atrus' grandmother Anna, "What do you see?"
Yes, you see circuits. Are all of the connector pins lined up?
Align the connector pins.
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Align the top strip first, making sure all top pins are connected. Then align the bottom strip with the bottom
pins. Finally, rotate the middle strip, looking for matches.
If the circuit is complete in one aperture view but power still isn't flowing, check the other aperture views. The
circuits must be properly aligned in all five views.
Good luck!
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Lava Chamber
What lava chamber? I can't find any lava chamber!
That's because Saavedro jammed its door (found back in the tunnels) from the inside. The only other way into
the lava chamber is very roundabout.
That big, segmented pipe above the chasm is a hot air conduit. It feeds superheated air back to the dry dock
valves. Do you suppose a lava chamber might be a good source of hot air? (What an insightful question!)
Look for out-of-the-way hatches and a precarious pathway across the chasm.
Search the valve tower area in the airship dry dock. Be thorough.
Find a maintenance hatch located high up.
Cross the chasm on the pipe and find another hatch.
In the long ventilation duct, look thoroughly for exits.
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Do all the valves pump the same pressure? How many valves are
there?
Good questions. Both are easy enough to test.
Close a valve on the first level and watch the gauge. How much pressure is added? Repeat for each valve.
All valves (including the jammed one) on the first level produce the same amount of pressure.
Ride the elevator to see how many other valves are in the tower.
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The valve tower elevator doesn't move when I pull the handle.
The elevator is pneumatic (powered by air pressure). Apparently, there's not enough pressure built up in the
valve system.
Close some valves to build pressure.
The colors on the gauge show how much pressure is needed to push the elevator to each level.
I know how much pressure each tier puts out per valve, and how
much pressure inflates the airship, but I keep having elevator
problems.
Keep closing valves, building elevator pressure and working your way up to the top tier of valves.
Figure out the math. Because of the valve jammed in the closed position on the bottom tier, there's only one
solution.
Now work your way down, opening valves to get the units of pressure you want to produce from each tier.
When you get the exact pressure indicated on the gauge's red line, find the big release valve.
I released the airship! But it got stuck at the dry dock door.
Count to 1.3 million by ones.
Try to grasp the concept of infinity. Keep thinking about it until you go insane.
Do a bunch of other stuff.
Go open the door!
The lever that opens the dry dock door is on the chasm's gantry platform—a quick elevator ride down.
Back to J'nanin
I'm back with the symbol sketch in my inventory. Now what?
The symbol itself triggers something in the room.
Enter the symbol into the machine.
Take the symbol from inventory and place it on the imaging table.
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Arrival
This place is like a carnival, but none of the tracks are connected.
What's the point?
Balance Bridge
No matter where I set the fulcrum under the half-pipe bridge, it still
tilts up and smashes the ice sphere. How can I keep the bridge level?
What tilts the bridge?
Can you do something to offset the tilt?
Create a counterbalance.
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I found the balance connected to the other end of the bridge. How
much weight should I put on it?
How much weight are you trying to counterbalance?
Go out and examine the multicolored sphere—the one that gets knocked into the bridge's catch-basket. What's
it made of?
Be sure to examine both sides of the multicolored sphere. You can find two good angles for close-up views.
Compare the various sphere wedges near the counterbalance. Do you know the weight ratios between the
various materials (wood, crystal, and metal)?
You'll find the weight ratios in Saavedro's room back in J'nanin.
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Other than by trial and error, how can I tell which frequency each
button on the main control panel turns off?
If this question makes no sense to you, better check out the preceding packets of hints.
What common elements does the Resonance Ring main control panel share with the frequency dials on each
crystal's column?
The gear shape around the first console button indicates which frequency that button disables.
I understand how the gear shapes indicate which button turns off
which frequency. But now what?
Get out on the tracks and think like a ball.
What path would a sphere take through the Resonance Ring loops if, say, the Resonance Rings were disabled,
one by one, just before the sphere reached each ring?
The first button in the control panel timing sequence should turn off the first Resonance Ring in the ice sphere's
route from the Central Tower. The second button should turn off the second ring in the sphere's route, and so on.
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So you must set the first Resonance Ring in the sphere's path to the same frequency turned off by the first
button in the control panel sequence. Confused?
Walk the path of the rolling ice sphere, setting the frequency of each ring to match the order of the buttons on
the control panel.
Turntable Tracks
What am I trying to do here?
Complete the circuit.
As at each Amateria structure, you're trying to guide an ice sphere through the track mechanism and back to
the Central Tower.
Set the mechanism so the ice sphere drops through an open ring in the top-left hole of the right wheel. This
puts the sphere on a return track to the tower.
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Why?
Your goal all along has been to reach the mysterious offshore structure, the one with the missing sections of track.
What did you see on each control panel after you solved the puzzles at the Resonance Rings, Balance Bridge,
and Turntable Tracks?
If you can connect all three track circuits to the offshore structure, you can raise its three missing track sections.
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Deadwood Ridge
I climbed the first Corkscrew Cattail and saw the birds. But the
other cattail is dry and shriveled. I'm stuck!
Did you notice any difference between the two cattails? Look carefully at the entire plant.
Each cattail has a drinking tendril. But one tendril found water, and one didn't.
The dry cattail's tendril extends to a dry basin.
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I can swing off the side of the Tongue Fern to the ledge with the
trap. But the log-bridge blocks my swing in the other direction.
You can knock the log down, but you'll need help from both flora and fauna.
What grows on the log?
Remember your previous experience with Barnacle Moss.
If you can get the moss buds to expand, that rotting log might just break apart. What makes Barnacle Moss
expand?
A Squee lives nearby.
Get the Squee over to the log.
I trap the Squee, but when I raise the trap, he just runs away.
You don't want to trap the Squee.
Note where the trap falls.
The fallen trap blocks the entrance to the Squee's nest.
Lure the Squee to a spot other then directly under the trap.
Edanna Forest
The poor mother bird is trapped in the Venus flytrap. Do I care?
What can I do about it?
Yes you care, if only for self-serving reasons. Ultimately, the mother Grossamery can do you a big favor, but not
if she ends up as digested bird pulp.
You need to open the plant's trap. But how?
The Venus flytrap needs a good jolt.
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I got the fish down to the pod hanging over the basin with the
Venus flytrap roots. Now what?
Remember your pod-popping experience back up on Deadwood Ridge?
Find another Aurora Blossom—the big yellow flower with an amber focusing lens.
I see another Aurora Blossom across the forest, but the Tongue Fern
leading to that side won't open; it doesn't have a symbiotic spore
to shed light.
Find a different source of light.
Direct sunlight to the Tongue Fern.
See those orchid-like flowers hanging from vines around the edges of the forest? Those are Lambent Orchids,
and they have interesting petals.
Set up a reflection system using the mirror-like petals of the orchids.
Start with the one orchid that sits in sunlight.
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Edanna Swamp
What's up with these two big white plants in the swamp?
Remember the succulent fruit you saw the mother Grossamery feeding her hatchling up in the nest?
The succulents come from the Nemel Lotus. The birds really, really love Nemel fruit.
The open lotus is picked clean of fruit, the closed lotus is untouched.
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I got sunlight shining on the closed Nemel Lotus. But it still won't
open up!
Light only unfurls the twin stamens atop the plant.
What else does the open Nemel Lotus have that the closed one doesn't?
When a Nemel's stamen unfurls, it presents its pollen-producing anther, which attracts pollinating insects.
A pollinating insect, being an incredibly intelligent entity, won't desert a good thing until it has to.
You need to retract the stamen pair of the Nemel Lotus in the lighter chamber, thus hiding its pollen, or the
pollinating insects will never leave.
Remember what element makes the stamen of a Nemel Lotus unfurl? Eliminate that element in the open lotus'
chamber.
OK, I took your advice and blocked the sunlight to the open
Nemel Lotus. The stupid insects still won't leave!
They just need a little incentive.
They won't leave unless something chases them away.
Find something nearby that insects despise.
Insects hate spores from the Vesuvi Mushroom, a ball-shaped fungus that grows in swamps.
The Vesuvi Mushroom erupts with spores when touched.
But spores only travel so far. Find a Vesuvi Mushroom close enough to do the job.
Success! The other Nemel Lotus is open and ripe for the picking.
Now what?
Hop aboard the succulent express.
Get inside the newly opened Nemel Lotus.
Unfortunately, you can't climb directly into the pod. You have to find another way in.
The Nemel Lotus root is purple, hollow, and very, very long.
Find the plant's root.
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I'm hanging in a wild fruit cage. But how can I lure the bird
down here?
The Grossamery responds to the popping sound of the fruit stem when it shoots seeds.
Pull the stem and hang on tight.
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Aha! Using the tapestries and Atrus' journal, I figured out which
four glyphs form each symbol. But where does each glyph go?
Look for clues in your inventory.
Don't you have some partial symbols?
Examine your symbol sketches.
Compare the glyphs in the sketches to the mantras in Atrus' journal.
Look at the symbol you found in Edanna. What's the first word in Atrus' Nature mantra? Where is that word's
corresponding glyph (from the tapestries) positioned on the Age symbol?
I finally entered the correct glyphs on the console that controls the
inner shield. But I can't find the tapestry glyphs for the other console.
They're in another room.
After you disabled the inner shield to the glide ship, did you explore?
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Saavedro wandered in a fog of insanity for 20 years, exiled to a strange land and separated from his
family, who he now presumes is dead. And he blames Atrus for his excruciating set of personal circumstances.
Think about it.
Saavedro is very angry, and he's been waving around a pretty ugly-looking hammer.
Try a third option.
At this point, you should get Saavedro in a situation where he's under your control.
Trap Saavedro between the shields.
Remember how the shields were deployed when you first arrived? What's the first thing you did in your attempt
to change it?
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Warning! Do not read the following chapter
until you have finished the game!
Chapter 8: Historian's Journal: On the Narayan Exile and the Lesson Age of Atrus
note
Note: This historical record of developments leading up to the events of Myst III: Exile reveals
central story elements of the game. Reading it before finishing the game may reduce
significantly the dramatic impact of the story.
Evidence culled from Atrus' personal journals and other contemporary records attest to the
Master's desire to teach sons Sirrus and Achenar the D'ni craft of writing Ages ("The Art").
However, knowing how poorly his own father Gehn had taught him—and taking a cue from
his grandmother, Anna, who continually asked him to "tell [me] what you see"—Atrus
believed the first steps in the boys' education should be observational. So, he designed a
course of study that would encourage his sons to closely observe, in action, the most funda-
mental principles shared by all stable Ages. (Ed. note: Ironically, neither son learned to write.)
To this end, Atrus authored what he termed his Lesson Age.
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When students enter the third symbol (apparently, the order of entry is unimportant), the
mechanism holding the Narayani book unlocks.This book provides access to a curiously
sealed linking chamber in the Age of Balance, where a final test is administered: Students must
use an array of Narayan tapestries to translate the three Age symbols and discover that each
symbol summarizes a basic concept of Age-writing. In the particular case of Sirrus and
Achenar, it is assumed by scholars who've studied the record that the boys would recognize
these concepts because, according to journal evidence and records of personal corre-
spondence, Atrus had been discussing them with his sons for years.
Atrus formally recorded these first three concepts in his Journal of Releeshahn:
Atrus expected that through deductive reasoning his sons would realize that the
important fourth concept was not yet represented: "Balanced systems stimulate civilization."
Presumably, they would then create it themselves, using Narayani tapestries to disable the
crystal-generated ice shield sealing the linking chamber. Upon gaining access to Narayan,
Sirrus and Achenar could enter and meet a specially appointed tutor, Saavedro, to guide them
through the experience of the final concept.
The last step of Atrus's course required students to live on Narayan and see how its
civilization was the living embodiment of the Balance concept. In his own journal, Saavedro
writes how Atrus spoke of this final step in his sons' education: "Narayan is the sum of what
they must learn."
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This Atrus stayed with us for months. I taught him how to trim the
delicate lattice roots. How to splice old and new growths together so the
walls of our houses will grow strong. I tell him the traditions of the
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However, later records indicate that Sirrus and Achenar, despite passing the Lesson Age
course with alacrity, did not respond well to their stay in Narayan. Saavedro himself wrote
that although they resembled their father in physical ways, "they are different somehow, too.
They’re more impatient. And they are angry not to be treated like men." Interview transcripts
of the period refer to their obvious boredom and, according to one eyewitness claim, "thinly
veiled insolence." Surviving hologram recordings even speak of "two very greedy little boys."
Yet, according to contemporary accounts, Atrus suspected none of this upon his return to
escort the boys home.
Unfortunately for Narayani society, Sirrus and Achenar returned as young men approxi-
mately five years later.This visit occurred just prior to their well-documented Myst Island
period, during which they conspired to plunder and subjugate Ages stored in the Myst library
to seek power and wealth. In essence, Narayan became the template for later crimes, including
the subsequent rebellion against their father's authority.They considered the delicate Age
"easy pickings" (as they would admit to Saavedro later in J'nanin), ripe for the disruption that
could cover their larcenous activities.
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The Lattice Roots were black from too much overgrowth. Puffer Spores
floated up in the hot steam and burst. No one was there to guide the
spores to the branches. No one was waiting to perform the ritual Weaves.
The fighting had torn my people apart.
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Saavedro's Dilemma
Saavedro, it appears, was caught in the middle of the conflict in several ways. As the "good
ambassador" between Atrus and Narayan, he had helped introduce Sirrus and Achenar to his
society. Also, though not yet an Elder, he certainly hoped to earn that distinction.Yet Saavedro
was more of a freethinker than many of the Elders (one document refers to him as a
"dreamer-teacher"), so he was not an isolationist nor strictly tradition-bound. In fact, he may
have found the brothers' claims credible at first. Story murals of the time depict him (often
with his family) standing apart from the conflict—distressed, perhaps, but seemingly neutral,
or even hopeful.
Meanwhile, Sirrus and Achenar stepped up their role as agitators, sowing discontent
among the young, and encouraging civil unrest and violent resistance. But the brothers appear
to have miscalculated how badly the chaos and disruption could endanger Narayan's physical
existence; Lattice Tree failures decimated several villages. After a particularly nasty riot nearly
led to their arrest by Elder loyalists, Sirrus and Achenar left Narayan for good.
Saavedro, apparently stunned by this sudden abandonment, found their linking book and
followed them to J'nanin, hoping to convince them to carry out their promises and save
Narayan. But the brothers captured Saavedro. According to his own account, they beat him
severely, tied him to one of the reflection poles in J'nanin, built a bonfire in front of him, and
linked back to Myst over the fire, thus burning the linking book as the last brother disap-
peared. (Saavedro has described the agony of watching helplessly as his only chance of escape
burns up in his face.)
Thus, Saavedo was trapped on J'nanin.
Saavedro on J'nanin
Being an educator and scholar himself, Saavedro soon grasped the nature of J'nanin. He spent
several desperate months taking Atrus's Lesson Age course, learning the Age-building
principles and solving the puzzles to unlock the Narayan book, all the while fearing that his
family and people were dying.
When at last Saavedro linked to Narayan, he of course arrived inside the sealed linking
chamber. Unlike Sirrus and Achenar, however, he was unable to decipher the final code that
dissipates the outer ice shield. (Ed. Note: Sirrus and Achenar, having been raised by Atrus,
knew the fourth, missing concept because their father constantly spoke of all four concepts
during trips to other Ages.)
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Upon arrival, Saavedro feared the worst.The ice shield's translucence gave but a distorted
view of his world.Torn Lattice Tree fragments, adrift in the atmosphere, suggested total devas-
tation. In despair, Saavedro returned to J'nanin and fell into what his journal describes as "the
fog": twenty tragic years of madness, punctuated by brief bouts of clarity and underlined by
an ever-growing hatred for Atrus and his rapacious sons.
And thus Atrus chose to write an entirely new world, named Releeshahn, for his D'ni
people. (See Atrus's Journal of Releeshahn for more details.) Preparing for this task, he
revisited many of his other Ages, looking for inspiration, reviewing concepts that had proved
successful in the past. Again, according to a journal entry dated 93.10.28, just as he prepared
to write this new Age, Catherine handed him "one of my oldest Age books." To this he adds:
Seeing the name "J'nanin" emblazoned on the Book cover, I could only
shake my head. The one Age I never got around to revisiting was the one
that might have helped me the most! I think, after I have finished this
work, I should take one final trip—if only to help restore an old
fool's memories!
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As soon as Atrus finished Releeshahn, he and Catherine built a new home for themselves,
which they called Tomahna. And, as presaged in the journal entry, Atrus eventually did go to
J'nanin. Subsequent records verify that he stayed only a short while, as memories of his sons
and failures were too painful. Unbeknownst to Atrus, however, a witness lay in the high grass
near the link arrival.
And when Atrus linked away, he left a Tomahna linking book behind—an escape route
for Saavedro after more than twenty years of exile.
Saavedro's Scheme
By all accounts, Saavedro first linked into Tomahna with the express purpose of killing
Atrus and his family. But Atrus and Catherine were gone, so he spent many hours poring
over Atrus's journals, hoping to learn where Atrus, Catherine, and most importantly, the
two sons were. (Ed. note: By this time, both Sirrus and Achenar had been banished to
prison books in the Myst library.) In the course of this initial exploration, Saavedro made
two significant discoveries.
First, he found Atrus's linking book to J'nanin tucked away in a study bookshelf.This gave
him a route back to the Age of his exile. Second, he learned of Atrus's efforts to restore D'ni
civilization. Misreading the Journal of Releeshahn text, Saavedro mistakenly assumed Atrus
had the godlike ability to rewrite Ages, restore lost worlds, and repair disasters.This error
probably saved Atrus's life, as Saavedro subsequently changed his focus from bloody revenge to
a "kidnapping" plot. His new plan: Steal the Releeshahn descriptive book and hold it hostage
in return for Atrus's restoration of Narayan civilization.
Back in J'nanin, Saavedro spent many months tampering with the lesson devices, altering
the course and inserting hologram and imager messages (wiping out Atrus's own recordings)
to reveal the story of his home world and the havoc wreaked there by Atrus's sons. He also
painted three murals, one in each Age, depicting the events that transpired on Narayan.
Finally, he scattered various pages of his journal around the Ages, knowing Atrus would
eventually find them, too.
Then he set his plan in motion.
Little did Saavedro realize that not Atrus, but instead Atrus's most capable ally, would
assume the challenge of tracking down the exile, reclaim Releeshahn, unlock the secrets of
the past, and (as before in Myst and Riven) set right old wrongs.
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93.5.25
I always feared this day would come. For years, Catherine and I have
dreamed of restoring D’ni. We have dedicated our lives to the task,
taking it upon ourselves to locate the citizens of D’ni and convince
them to return to their ruined city and rebuild. Our dream has become
the dream of so many now, and the progress we have made toward
achieving it is something of which we all can stand proud. But I know
now that it has been a mistake.
The city of D’ni should not be restored. It should stand forever in
ruins, as both a symbol of our past mistakes and a memorial to all who
lost their lives when D’ni fell. The devastating events of recent
months—the war on Terahnee, and the death of Uta, in particular—have
driven this truth home to me quite forcefully. If we rebuild the city
walls today, are we not giving approval to the very illness that destroyed
our civilization in the first place? Are we not setting ourselves up to
repeat that pattern again in future generations?
I have put much thought into this tonight and have found only one
solution. If we, the men and women who survived the downfall of D’ni,
are to thrive, then we must break the pattern of hatred which has
destroyed so many lives. We must begin our civilization anew.
And we can only do that if I write us a new Age.
I have spoken with Catherine about this and she agrees. I only hope
the others will see it, as well.
93.5.26
Will these people never cease to amaze me? I thought they would
object to my decision. After all, most of them linked back to D’ni
specifically to see the city rebuilt. But when I told them why we
should not restore it, their response was immediate and unanimous.
Whereas yesterday they thought only of rebuilding, today they
concentrate solely on salvage. They intend to take from their ruined
city only that which is best and move on.
Everywhere I look, the enthusiasm for this new task is obvious. It
heartens me, even as I face my own monumental contribution. I have
written many Ages in my lifetime—from my first timid attempts under
the tyrannical tutelage of my father, to my most recent accomplishment,
Averone. Never before has so much been riding on my skill. The Age I
am about to write must be all I ever imagined and more. How am I
going to achieve it?
93.6.1
93.6.5
It has taken me some time, but I may have found my anchor. It came to
me as I was considering what I know about the survivors of D’ni. We
have seen so much tragedy in our lives, from the destruction of the city,
to the suffering and loss of loved ones due to plague and deprivation. Yet
even in the midst of these adversities, my kinsmen and I have found the
strength to keep going. We have tapped into our individual strengths and
transformed ourselves into something much stronger.
It is a characteristic I have seen in several of my Ages, whenever
I focused my Writing on the inherent energy sources in a world. Long
ago, Grandmother taught me that no life—no possibility for life in an
Age—exists without the presence of energy. By tapping into its latent
energy sources, an Age moves out of stasis. It grows, transforms, and
develops. Energy is the underlying fuel that powers all activity.
To put it more simply: energy powers future motion.
Yet, as Grandmother also liked to remind me, energy in an Age takes
on diverse forms. Each one has strengths and weaknesses of its own.
How many forms will this new Age contain? Which type will be its
dominant theme?
Tomorrow I will link back to Myst, and from there revisit several
of my Ages. Perhaps in my old worlds, I will discover new ideas.
93.6.6
93.10.17
93.10.24
I am so tired, I can barely think right now. But I will force myself to
stay focused, for I have not written anything in days. The moment I
linked back to D’ni, I was besieged with requests for my assistance.
Master Tamon wanted to consult over which stone cutters were worth
salvaging – and did I think the rock in this new Age would be difficult
to sound? Oma and Esel needed my opinion about a new history they
had uncovered – should they hold off on starting its translation, or would
paper supplies be scarce in the new Age? There were so many questions
needing answers, I barely had time to see Catherine!
She, of course, laughed at my dilemma, saying that I had no one to
blame but myself. After all, I was the one who encouraged the D’ni to
start over. Naturally, they would look to me to keep them moving in the
right direction, unless some other force stepped in to change that view.
Her words made me realize a fundamental principle I had thus far
been ignoring. All this time, I have been debating whether to make
energy or nature the underlying framework for this Age. But there is
another equation to consider! An Age based solely on the future motion
of energy will face constant upheavals, most likely at the cost of
tranquility. And an Age based solely on the mutual dependence of nature
can become so balanced over time, it may cease to tolerate change. Yet
to continue to grow as a people, D’ni civilization needs both:
occasional upheavals followed by periods of balanced stability.
I have seen such situations occur naturally on several of my Ages.
Each time, it was because I centered the Writing around some dynamic
force that I had decided to make prevalent in the Age. Such forces
allow the balance between forward motion and mutual dependence to
fluctuate. As one concept takes precedence, the other recedes until
another force surfaces to change things. As Catherine’s insightful
comment reminded me, dynamic forces spur change.
I am too tired to think more on this tonight. Hopefully in the
morning, my thoughts will coalesce.
93.10.25
93.10.28
I cannot believe I did not I see it before! All this time I have been
struggling to describe the perfect Age for the D’ni. I have considered
and then rejected several underlying concepts which I felt might best set
the course for their future—as if I alone should determine how D’ni
civilization will grow! In my own way, I have become as egotistical as
my father!
In truth, I owe this realization to Catherine. Sensing my indecision
about the new Age, she led me on a walk around D’ni. Salvaging efforts
were well underway, with teams of people scouring the ruined harbor
district. As I watched my D’ni kinsmen deciding which parts of their
culture to retain, I realized they do not need me to determine their
future. They are quite capable of setting its course by themselves,
regardless of what Age I write!
This realization has opened my eyes to the best way of approaching
my task. I no longer need to worry about which underlying concept—
energy, nature, or dynamic forces—I should make prevalent in the Age.
Rather, I must strive to include them all. I must write a balance of
systems into the descriptive Book, enough so that the D’ni people will
constantly be challenged to attain their ultimate potential. As
Grandmother often pointed out to me when we spoke about Ages back on
Myst, balanced systems stimulate civilizations.
At last I feel I am ready to begin Writing this Age. Indeed, I am
eager to begin, and have already come up with the perfect name. I know
Grandmother would have loved it!
Of course, Catherine could tell the moment I turned to her that I
had finally found my starting point. I babbled on excitedly for some time
before I noticed the smile she was hiding. When I saw it enough to grow
suspicious, she handed me one of my oldest Age Books. She must have
picked it up when she linked back to Myst. Seeing the name "J’nanin"
emblazoned on the Book cover, I could only shake my head. The one
Age I never got around to revisiting was the one that might have
helped me the most! How foolish was I to have completely forgotten it.
I think, after I have finished this work, I should take one final trip—
if only to help restore an old fool’s memories!