Myst 3: Exile

2001 Presto Studios
Designed by Mary DeMarle, Ron Lemen, Francis Tsai, Seth Fisher, Stephen Hoogendyk
Many, maybe even most, of the challenges aren't a naturallistic part of a their
worlds, but they hide behind the excuse that we're traipsing through training
worlds. Several challenges or clues involve a jarring use of magic, such as
the magic rolling balls in Amateria, and the levitation at the end in Voltaic.

None really, but you have to be able to hear the sound effects to position the
plant to funnel the little critter's chirps.

*) various biological challenges -- These rely upon the setting and actions of
   living things. These things would not remain the same over the years since
   Atrus created them.
*) the balance bridge -- This can be solved reasonably enough by simply adding
   and subtracting weight until you get balance, or determine that balance
   can't be achieved with that fulcrum position. However, there are clues as
   to the weights involved, so you should be able to figure out things out
   mathematically, and get the right answer straight off. Unfortunately, the
   "correct" answer does not match the fulcrum settings, and we don't know
   what those are anyway. I.e., what could have been a nice little arithmatic
   puzzle becomes an exercise in trial and error.
*) Edanna: the critter trap -- One example of "twiddling". There's no way you
   could predict the chain of events resulting from the failed entrapment. You
   just do it because it's the only thing left to do.

*) Narayan: lowering the shields -- Good clue, hidden primarily by the time
   between reading the journal early on and the application at the end.
*) Amateria: resonance ring -- A set-piece logic puzzle, but it doesn't depend
   upon sheer size.
*) Amateria: turntable tracks -- A set-piece, made tricky by its dynamic
   nature, rather than by size.
*) J'nanin: setting up the light beam -- It would be easy with a map, but it's
   not so easy to construct that map from the lines of sight.