THE NAVIGATION COMPUTER
With the airship raised, climb aboard and go into the control cabin. Pick up the CD from the left hand seat and sit down in the right hand seat.
In front of you are a set of controls. Do not touch the big blue button. Examine the symbols on the left and right hand handles and the semicircular dial above them. Leave the ship and return to the platform where you arrived.
If you have not already, take a close look at the pedestal close to the tunnel entrance. The three symbols at the 4 o'clock position are the same as those on the left hand control handle. The lower symbols relate to the right hand control and the upper symbols match those on the dial. Load the CD and click on one of the triplet of symbols. Two others will light up. Now do the same with the other two symbols. At the end you should have 3 groups of 3 symbols:
The left symbols in each group are those for the left lever, the middle ones for the dial and the right symbols are for the right lever. These are the co-ordinates you need to program into the airship controls. Go back to the pilot's seat in the airship now.
Set the left hand control handle to the top symbol (a 7). Now set the semicircular dial and the right hand control to the correct positions (a squiggle and a branch shape). Repeat the sequence for the other two sets of symbols and finally press the blue button. If all goes well you should be off on a quite spectacular ride.
SAM - BOSH
When you land a second white button lights up - your new location. Climb out of the ship. Sam and Hannah exchange reports. Go down the stairs, under the pipe and across the bridge to the elevator. Press the T-bar and down you go. Head off across the bridge and into the pillared chamber. Take a close look at the door in front of you - it seems to be broken. Turn left and look at the other door. To the right is a pipe, zoom in and press the button. Nothing else for it now but to head down the tunnel. When you emerge in to the light again feast your eyes on the fantastic view. There is only one way to go now and that is across three bridges and up a long staircase. Make sure you keep looking around and note any interesting symbols or machines.
At the top of the stairs, there is a dark tunnel in front of you. Turn round and you will be able to go left and right (or back down the stairs). To the left is a bridge leading to a targeting device (which you should look at). To the right, across the monorail, is Base 1.
RINGING THE BELLS
Step across the monorail. Go forwards and take a look at Base 1 which Sam notes you cannot reach anymore. Turn left and examine the monorail. There are some power cables leading to a pillar which if you look at from the far side has a control unit installed. Click on the lever and call the train. Climb on board, pull the only working lever and you will be taken into the far cliff. At journey's end walk into the darkness and you will see a circle of bells. The next bit takes a lot of patience.
Spin each of the bells and note the sounds you hear. The first sound is the bell and the second is that for the coloured symbol. Spin the symbols and ring the bell again. You will hear the bell word and that for the new colour. Once you have listened to each bell and colour you should have 16 words. It is worth noting the shape of each bell as well.
Here are my translations starting with the bell to the right of the entrance (the bell with the green symbol) and going clockwise:
Trrlai or Drrai
And the colours:
Top Tip: It is worth saving your game here as you may need to pop back and check the sounds.
Leave the cave and take the monorail back to where you started. It is now time to enter the dark tunnel.
At the other end of the tunnel is a temple. The door to the right is blocked so head left along the cloister. Towards the end, on the left, is a familiar set of rotating bells and coloured symbols.
Carry on to the end of the cloister and climb the stairs. Go into the room at the top and examine the stone in front of the picture and the tablet on the wall. You should be able to see an insect and the symbol for the Argilus number nine - make sure you look closly as it is a trigger for later on in the game. There is a pattern surrounding the symbol, you can't see it very well but it is the similar to that on the blue flask Hannah found.
Leave the room and turn left, go down the stairs and along the cloister. There is another set of bells before you reach a spiral staircase on the left. Climb the stairs, step onto the mezzanine floor and go along the cloister. On the right is an illustration on the wall but you cannot see it very well in this light. Carry on along the cloister.
At the next pause, turn right and enter the room. There is some sort a control panel with a symbol on the wall similar to that on the cliff face. If you have played with the targeting device you will recognize the dials on the machine. But recognition is one thing and knowing what to do is another. Moving the dials causes the pipes at the back to rise up but so what? Turn around and take a good look at the illustration on the wall. Note the targeting device and the geometric figure above it. You really should copy this figure down, it is the key to solving the next puzzle:
Note also the shape of the building behind the tower.
Leave the room now and head back to the top of the long staircase. Head to the left and walk out to the targeting device. Sit down and pull the lever in the front. When the cover opens much should now be familiar. Compare the controls and dials to the figure you copied down (I hope). Hold down your mouse button and rotate the device until it is pointing towards the orange symbol on the cliff face.
The central (vertical) scale shows the distance to the symbol - 10 units.
The target (the oval window) measures the relative height of an object at a distance of 10 units. Grab hold of the target and pull it up until the graticule is aligned with the top of the symbol: the scale should read 7.
The horizontal dial measures the increase in distance to the object in the target. Pressing 0 resets the dial and the + button takes a reading. If you press it now nothing happens because it measures an increase in distance (remember the diagram).
OK, now that you have calibrated the device it is time to take some measurements. If you rotate the device you will see 5 towers or columns, similar to those on top of the machine in the temple room. Maybe if we can measure how high the towers are we can set the machine in that little room.
For each of the towers, measure the height and distance. Rotating the device clockwise from the symbol (the building behind the tower is the one you saw on the wall), the readings I got were:
Tower 1 2 3 4 5
Height 4 5 7 4 6
Distance 45 16 20 25 35
Now for some maths. What you need to do now is calculate the true height of the towers, all you have so far is the relative height at a distance of 10 units.
The sum is: (10 + distance) x height / 10 and the results I got were:
Tower 1 2 3 4 5
Height 4 5 7 4 6
Distance 22 13 21 14 27
Head off to the temple, round the cloister and up the spiral staircase to the upstairs room.
Numbering the dials 1 to 5 from left to right, rotate the each dial until they are set to the heights of the towers:
If you have set the dials correctly a drawer will open in the base of the machine and you can pick up a lens. This puzzle requires a bit of patience but if you were clever you will have written down the symbols for 10, 20 and 30 which makes things a lot easier.
One more thing to do. Go back down the spiral staircase and turn left. You go past two more sets of bells before the cloister comes to an end. Turn to face the pool and SAVE YOUR GAME NOW. Walk forwards and a priest appears - the words he speaks open a door below the statue. Note that if Hannah is not at the mechanical computer the priest doesn't appear although some players have noted that as long as Hannah is on Bosh all works OK.
LEAVING THE TEMPLE
You may recognize the words as being the same as those you heard from the circle of bells. I had to replay this bit many times before I had the words correct and I reckon they are: tosk, stountoo, doolgee, hurgah, dahrlee, tumnah
What you need to do is match 3 bells to 3 colours. A quick check back at the circle of bells gives the pairing so go now to the bells at the far end of the wicker bridge and spin the bells.
If you are really stuck, number the bells 1 to 8 from left to right. Spin the 6th colour to Black and then click on the 6th, 3rd and 8th bells.
I checked the other sets of bells and discovered that only this set gives the correct combination of shapes and colours.
If you have got it right, the secret door opens. Zoom out, turn left and go through the dark doorway, follow the path to the steps and climb down. Recognize where you are? At least this explains the dripping water.
At the end of the path you will be in front of the same computer as Hannah, you will also regain contact but not be able to see her.
THE NEW CO-ORDINATES
With lens in hand, turn left and walk to the end of the passageway. Left again and climb up the statue. Place the lens in the mounting and climb down and examine the image. Remember - to get to Bosh, you needed to use the corrected coordinates and you will need to do the same here. If you are really stuck click here for the solution.
Note: I managed to get Hannah to collect the lens - once the secret door was opened she could enter the temple.
Before you leave, remember the stone tablet in the temple - the one with the carving of the insect? On the wall was an second stone with a pattern and an Argilan number 9. There were a bunch of insects near the oil tank on the Spire Islands and the jug had the same pattern as the stone on the wall. Since Sam has nine pearls it seems as if there is link there somewhere. Sam needs to go back to the islands where Hannah started out from.
In the control room of the Island Ship, press the first button on the central panel and click on the palm.
Back at the spire islands, leave the Ship and cross to the next island using the suspended bike. Head back round the thorn bridge and cross to the next island using the gondola. Walk up the ramp at the opposite end of the platform and you will be met by a man who advises you that you can exchange 1 unit of oil for 1 pearl. Note: unless you have found the tablet in the temple he won't turn up.
Since you have 9 pearls it seems sensible to buy 9 units of oil. Go to the tank and click on the symbol for 9. The bottle to the right of the tank fills with oil so pick it up and return to the temple. I'll meet you there.
In the temple, go up to the room with the altar and stone tablet. The priest is not impressed and indicates that you need 1 more unit of oil. You have been swindled - head back to the Island Ship but do not leave just yet.
Hannah has been waiting patiently all this time so get her to join you. Bring Hannah along to the control room (this involves a lot of CD swopping if you haven't done the full install).
With both Sam and Hannah in the control room, but still invisible to each other, return to the Spire Islands.
Sam needs to return to the door where you met the local inhabitant. He witters on a bit but admits that the missing pearl is in the elevator. Go down the ramp, across to the nearest elevator and zoom in at the entrance. There is a pearl but it is trapped. Go and get Hannah now, she needs to meet you at the elevator and take it up. This allows Sam to pick up the pearl.
Right, now that that's sorted, go and get 1 unit of oil. Place the bottle on the shelf and click on the gauge on the front of the tank. Pick up the now full bottle and walk past the door to the ramp. The bloke in the dodgy suit apologizes and tells you that you need to use the balloon.
Both Sam and Hannah need to return now to the Island Ship and from there to Bosh.
Back at Bosh, take the bottle to the altar room where you will be met by a priest who takes the oil and hands you a CD. There is only one place you know of to play the CD so you need to return to the Gas Islands in the airship and get the new coordinates. Hannah needs to return to the Island Ship.
TO MATHIA BY AIRSHIP
On the way to the airship you will get two messages, the first a tip and the second a warning. Make your own mind up as to who to believe but it seems that the answers are in a place called Mathia.
Once in the pilots seat of the airship you will see that two buttons are lit up on the lower bar. Press the left hand button and the controls set themselves to the Gas Islands. Press the blue button and off you go.
When you arrive at the Gas Islands, leave the airship and walk through the tunnel to the pedestal. Place the CD in the centre and press the triplet of symbols in succession. This will give you 3 new sets of co-ordinates:
Return to the airship and program the onboard computer.
Press the blue button and off you go to Mathia this time through the night and with piscarian accompaniment.
When you arrive leave the airship and look around. In front of you is a gate and on your right is a panel. Take a close look at the joist to the left and when you have found it turn the key. The panel opens revealing the co-ordinates of Mathia. No help there then. Close the panel and take the key.
Turn to your left and open the gate. Get into the elevator and grab hold of the knob in the centre There are 4 positions, each for one of the levels. You need to go all the way to the bottom push it all the way down.
At the lowest level, leave the elevator and do some exploring. You should be able to find a prisoner, three valves and a bridge that won't close. You need some help here so send for your partner who you left in Bosh.
TO MATHIA BY SHIP
Go to the control room of the Island Ship and using corrected coordinates , set the controls:
On the left-hand control panel, press: 10 on the outer ring, 12 on the centre ring and 2 on the inner ring.
On the right-hand control panel, press: 3 on the outer ring, 2 on the centre ring and 2 on the inner ring.
If you are stuck as to how I got these coordinates, click here for the solution.
Place your hand in the centre panel and head off for Mathia. When you arrive on Mathia a third button is lit up. Leave the Island Ship and go to the suspended bike.
In the DVD version of the game there rail is not fully extended. If so you need to take a detour to Bert Jamis' walkthrough to solve the next puzzle. If, like me, the rail is in place then carry on.
There is a tiny continuity error here - at the far end, as you arrived, you can the see the bike already there.
Once on Mathia, jump into the railcar and play with the controls. The symbol in the window is where you are so it may be worth noting it down. You will discover that rotating the bar at the top and pressing the buttons will get you to a pathway above the village. You may have ended up further on down the track but soon came back. When you leave the car, look at the pillar - the symbol above the button is where you are - again note it down.
Walk down the pathway until you reach a door on the right with a red symbol above the lock. Take a close look at the lock and note down the symbols from left to right. Since the door is unlocked, you might as well take a look so press the button. On the far side is a oval building and a railway leading to it. On your right is an incomplete circuit panel - do not touch it yet.
Return to the pathway and carry on. There is another door on the right, this one is locked but the red symbol is the same as that on the card one of you received on Bosh.
Keep on going down the pathway until you reach the elevator. Go now to the lowest level and get ready to solve a few puzzles.
THE PRISONER AND THE BRIDGE
Sam or Hannah needs to go into the tunnel and face the prisoner - there is water flowing into the chamber preventing you from getting close, if you follow the inlet pipe it leads to the water valve (overlooking the dam). The weight holding the catch in place is missing so one of you needs you need to rotate and hold the wheel closed (you can hear the water stop) while the other goes and talks to the prisoner.
You find out a bit more about what is going on but more importantly the clue to a puzzle you need to solve.
Find Sam and go to the bridge. If you press the button it only lowers a little. You can now either work alone or enlist Hannah's help. Whichever method you use, go to the two water valves either side if the tunnel entrance. Turning the wheels anticlockwise increases the flow of water to the bridge pistons. After a couple of turns get Sam to press the button. Hopefully the bridge lowers a bit more. Continue to turn the valve wheels and eventually the bridge closes. Remember you need to open both valves to succeed.
Cross the bridge and draw a map of the buildings, you need to identify the one in the middle and 4 more with steps leading up or down.
The clue to solving this puzzle you were given is: enter each house twice and leave it once. The solution takes patience but noting a few extra clues makes it easier. You cannot enter the central house - so it does not matter how many times you exit. Opening the door to the central house resets the puzzle.
If frustration gets the better of you then here is the solution:
If A is the first house then B, C and D finishing with E as the central house: Enter B, leave E. Enter D, leave A. Enter A, leave E, Enter A, leave C, Enter C, leave E, Enter C, leave B. Enter D, leave D. Enter B, leave E.
If you want to know how to solve the puzzle click here.
Along the way you will receive another card and at the end it is night time. You receive a message along with the a choice of directions. She also keeps looking up at the dam so take a look yourself. On the top of the dam are 12 lights - hey, where else have you seen 12 of anything, on the computer on Bosh perhaps.
Note the positions of the lights: U D D D U D U U D U D U.
Open the door to the central building and it is daylight again. Go back across the bridge and visit the prisoner again (one on the wheel and the other to talk). He says something about Hossa and Disha - the last time you heard this was on the Gas Islands when you collected the blue pearls. Now take a look at the panel near the entrance. Slot the card with the semicircle on the symbol into the top of the panel and the four symbols change.
UNLOCKING THE DOOR AND RAISING THE BRIDGE
The card is the key to the already unlocked door you found earlier. All you need to do is slide the symbols across to replicate the code sequence: From the top, left 1, right 2, left 1 and finally right 1.
Now place the card with the rectangle in the slot the symbols change again. All you need to do is move the symbols to the same positions as with the other card. This should be the result:
OK, its now time to leave the lower level. Send either Sam or Hannah up to the second level and leave the elevator. Walk along the pathway to the far door and go to the circuit panel. Click between any of the studs and a link appears. The only problem is that a block appears blocking one of the link positions.
All you need now is a patience. The puzzle is different every time you play - but keep note of the sequence you use. There is one tip I can give: place a link in the left hand column. Now place a link one up or one down in the next column along. This gives you two opportunities to link to the left hand vertical bar. Now do the same on the right so it looks like this:
All you need to do now is fill in the middle bit. With the puzzle completed a bridge raises halfway. If you kept note of the sequence you used it will repeat to let the bridge rise to the top. Save your game so you do not have to do this bit again.
Now go to the other door, enter the code and press the button. You can solve this puzzle by trial and error but there are over 10 000 combinations!
On the other side is another circuit - except this time the machine has the first go.
When you have completed the puzzle (twice) both bridges are raised and the rail link is complete to the oval structure.
You can use the rail car to go there and have a look around if you want. In any case, Sam or Hannah need to return to Bosh and the mechanical computer - you can use the Floating Island or Airship.
THE MECHANICAL COMPUTER
Once at the computer set the 12 buttons to the same positions as Sam saw on the top of the dam. There are 8 keys lit up on the keyboard. Press the keys relating to Hossa and Disha:
As you press each key the computer clanks and whirrs and the lights the bottom light up.
The sequence is: O O O O and O O O
Magic, now return to Mathia. Time to split up. Send whoever has the key to the Oval structure and the other to the Airship.
At the Oval structure walk to the large panel in the centre. Unlock the panel using the key and it opens to reveal the your current location. Turn round and press the button, nothing happens.
Now go to the left-hand house, there is a pipe leading to the Oval with 8 valves on the top. You need to set these valves to sequence you discovered on Bosh. Click on the 3rd, 5th, 7th and 8th.
Go to the other house and do the same: 1st, 5th and 8th. Still nothing happens so try the button again. If all is set properly the oval should open - and close again.
Switch to your partner who should be in the Airship. Once in the pilots seat program the computer to the co-ordinates of the Oval:
You will notice that there is very little difference between these and that for Mathia- the airship does not have to go very far. With the codes entered, press the blue button. The airship flies to the oval, collects a sphere and delivers it to the floating island. It's nearly time to leave, go one more time to prisoner who tells you to say together and vanishes.
Both of you now need to return to the Island Ship. Once in the control room the priest appears one more time and indicates to the right. When he leaves take a look and there is a golden sun in the centre.
Click on the Golden Sun and.....
Itt egy elég jól megfogalmazott kritikát olvashattok el a játékról, de van 2 dolog amibe bele szeretnék kötni. Íme az első vhol a szövegben:
"...Schizm uses the same sort of engine as Myst 3: Exile..."
Ez komoly? A Schizm alatt a Sprint motor pörög? Hát akkor most nem sprintelt a cucc, de én ezt nem hiszem el...
És az értékelésben van még valami:
"...[ 14/15 ] Graphics..."
Nálam ami nagyon bejött, az az ultraprimitiv szinészi játék!!! Ilyen szart esküszöm évek óta nem láttam, az egyik női szereplőnél határozottan látszik, hogy olvassa a szöveget a kamera tetejéről!!! A többiek is hipergagyin nyomatják, de az a csajszi, az Oscar-gyanús!
De még az intro is tetszett. Állóképek, felolvasott szövegekkel...5 CD-s játéknál.
Igen, a "Myst III: Exile" tényleg jobb játék ennél.
A készitők által agyondicsért 360fokos forgathatás poénnak jó, de semmire sem lehet használni...
Tyű de boldogan írtam ezt le... pedig nincs rá sok okom, gyerekek ez a játék - legalábbis 1 óra után - egy katasztrófa... Az még csak hagyján volt, hogy 5 cd-t telepítek és a 3. cd végén a setup szabálytalan műveletet hajt végre és kilép, aztán újrakezdem és így kb 75 perc múlva elindíthatom a játékot. Mi fogad? Persze a főmenü, ami basszameg full cseh nyelvű vagy szlovák vagy lengyel vagy mittommilyen fejlesztés! Hát mondom anyukáááád. Jól van ne keseredjünk el csak kiokoskodom melyik a new game, mire bekére az 1es cd-t újra és a progi fullba uninstallt csinál... Na mondom magamban, hogy még egyszer 3,5 gigát nem rakok fel, és ott kínálkozott a 270 akármennyi megás minimum install, hát mér ne legyen az... Felmegy elindítom, a főmenü angol... Már fogom a fejem, hogy te atyaég mi van itt... Na jó Start, intro nuku. Túlélem még nagy nehezen bár a bevezető szöveg alatt majdnem elaludtam. Beadja a képet és enyém a pálya egy kis csevely után. Innentől sírok. Gyerekek ez ma nekktek grafika? Pixeles, és rezeg a kép és ronda! Eskü rontja a szememet... Elindulok, ez már ínyemre van, de nem ilyen ronda grafika mellett. Az irányításra rögtön nem jöttem rá, de már megszoktam arra rá lehet fogni, hogy elmegy. Aztán váltani akarok embert, hát nem bekér egy másik cd-t? És ez így megy minden váltásnál. Csak azért nem törlöm le, mert vmi kritikát kell róla írjak, ezért még játszok vele egy kicsit, de most nagyon nagyot csalódtam őszintén szólva.
Régebben Dauby és köztem volt egy kérdés (természetesen Tamás kiváncsian várom a te véleményedet), hogy vaj Myst3 vagy a Schizm lesz a jobb, hamár a Longest Journey kiesett. A válasz innentől egyértelmű nálam: Myst 3: Exile
Hátha mégsem olyan ... remélem .
J. Dávid: a játék 5 cd-s... :Đ
Kiváncsi vagyok rá
asszem 8Mb-os 3D kártya
A fórumon szereplő hozzászólások olvasóink véleményét tükrözik, azokért semmilyen felelősséget nem vállalunk.