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- MYST ISLAND WALKTHROUGH - by Stan Trevena
- This file is PRINTER ready - just type: type mystwlk.txt >prn
- Re-Formatted as a READABLE TXT file by Tal Barenboim
- Thanks to Xer for getting me this file
- -------------------------------------------------------------------------------
-
- This walkthrough of Broderbund's Myst is broken into 3 parts. This, the
- first part, covers Myst Island. Part 2 covers the Stoneship Age and Selenitic
- Age, while part 3 covers the Mechanical Age, Channelwood Age, and the End
- Game. Since Myst is not linear in nature, these ages can be visited in
- any order. The big hint in Myst is not to be afraid to try anything in
- the game. You can neither die nor can you reach a "point of no return,"
- as is so often found in many other adventure games. Ergo, always "go for
- it."
-
- ** Fantasy Island **
- After the introduction, you are left staring at the Myst
- book. Touch this book and it expands to fill your screen. Touch it again
- and it will open to reveal a small picture window on the right page with
- no writing. If you wait a few seconds, the picture will spring to life
- with a flyby tour of Myst Island. Each Myst linking book will do this
- when opened. It is best to sit back and watch the video, as it gives
- you a general "lay of the land" that will assist you in finding your
- way around a new age. Each age consists of a giant puzzle in the form
- of an island. To learn more about each of these ages, consult the local
- library.
-
- ** The Family Tree **
- You will not encounter many people in Myst. Atrus is the
- progenitor of Myst and all it's ages. He uses an art he learned from his
- father to link these ages together. It is never really explained, but it
- seems that whatever Atrus writes in his books becomes reality in the
- different ages. The 1 reference to this is in the Stoneship Age and the
- gift he gave to the boys there. It will become obvious later what went
- wrong with the ship Atrus created. Atrus has 2 sons, Sirrus and Achenar,
- whom you will learn of early in your adventure in Myst, and a dear wife,
- Catherine, who is apparently being held hostage in another land.
-
- ** Where To Start? **
- Myst island is where you start the game:
- First, Anything you encounter in Myst that can be manipulated should be.
- In other words, push all buttons, flip all switches, turn all dials, and so
- forth. One thing is almost certain: if it moves, it has something to do with
- solving a puzzle. There are no 1-way manipulations, everything can be returned
- to it's original state. Your first objective on Myst Island is to locate all
- the marker switches and turn them to the 'up' position. These look like
- podiums with a large power switches set into the surface.
- They must all be activated to get off the island.
-
- ** On Your Marker **
- You'll land on the dock after touching the page in the Myst book.
- To your left is the outline of a door set into the wall by the dock.
- If you want, open this door and go in.
- This is the dimensional imager that you will soon learn of.
- If you care to venture forth at this point, go down the stairs and at the
- base turn to your right and click on the page on the wall.
- When it is in full view, note the list of three items and their associated
- imager numbers.
- Press the small blue button above and to the left of the page on the wall.
- This will slide open an access panel and allow you to key in an imager code.
-
-
- ** Mirror Mirror **
- Use the up and down arrows below each digit to set a code into the imager
- control panel.
- Now turn around and walk to the imager. Set into its base is a yellow
- button which, when pressed, displays the image. When no code is set, you
- will only see what looks like water. After you're familiar with
- the workings of the imager, it's time to leave.
- Go back out to the dock and walk towards what looks like a large gear
- mechanism set on a hill at the top of some stairs.
- At the base of the stairs you will encounter your first marker switch;
- go ahead and flip it on. Climb the stairs and flip on the marker switch
- next to the large gear.
-
- ** What A View! **
- Take a moment to catch your breath after climbing all those stairs and
- look around. Hmm... there's a lot more to explore.
- Go down the stairs towards the rotunda. On your way,pick up the note on the
- grass.
- It's from Atrus to his wife Catherine. It tells of a message that's left
- on the imager in the fore-chamber by the dock.Sound familiar?
- Onward and (back) upward. The rotunda is used later to decode a sequence
- of star constellations. For now, flip the marker switch to the left of the
- door. Walk up the wood steps, past the library, right and
- out to the spaceship on the point.
-
- ** What A Blast! **
- There's an elevated walkway leading out to the space-ship.
- Notice the brick tower to the left as you go out supporting a power
- line running to the spaceship (you may be back for that switch later if
- you trip the breaker.) Go out to the spaceship and flip on the marker switch.
- Go back to the library, follow the grassy path away from the library towards
- the distant Clock Tower. On your way, you will find a large water filled
- marble basin with a miniature sunken ship.
- Maybe this location holds the key to raising that ship? Flip on the marker
- switch just past the large marble basin and to the left of the path.
-
- ** Power Plant **
- As you've probably noticed, the power line from the spaceship has been
- running parallel to the path just beyond those strange
- pillars. In front of each pillar is a raised metal marker with a bronze
- plate set into the face of each that vibrates and glows red when touched.
- Each plate has a symbol etched into it.
- Do not touch any of these plates just yet.
- Instead, sketch each of the symbols etched into the plates.
- Continue on down the path, past the marble basin, following the power line.
- Just off to the right is the entrance to the underground power generation
- plant for the island, which is where the power line ends.
-
- ** Shocking **
- Go right and you will find the small brick building that
- houses the entrance to the underground power plant.
- For now, flip on the marker switch to the left of the door.
- Don't worry, you'll come back to this building in a bit.
- Notice there's another brick tower with a breaker switch off behind
- the brick building. Go back to the path and head for the clock tower
- in the distance. There's a control box just at the waters edge.
- On it there's a large and small dial as well as a red button.
- These dials set the time on the clock tower.
- There's a marker switch out by the Clock Tower.
- Unfortunately, you can't swim.
-
-
- ** Trees Through The Forest **
- Therefore, follow the shore around to the little log cabin.
- There's another marker switch to the right of the door.
- As usual, flip it to the 'on' position. That's a really
- large tree back behind the cabin. If you want, go take a look at the big
- tree and poke around the cabin. We'll be waiting for you when you get back
- here. That's the last marker switch on Myst Island. Remember Catherine's
- letter? "Enter the number of Marker Switches on this island into the imager
- to retrieve the message." We've seen 8 marker switches, and were only able
- to activate 7. Go back to the imager by the docks to get that message.
-
- ** Dear Catherine **
- Remember the hidden image sequencer panel behind the fake piece of paper
- on the wall? Press the button and input the number 8.
- Turn, walk to the imager, and press the button.
- Atrus will appear and deliver his message. He tells of his library being
- destroyed and how he suspects his sons.
- He tells Catherine that he's hidden the remaining undamaged books
- in their "places of protection." He reminds Catherine that if she's
- forgotten the access keys, to remember the tower rotation.
- Okay, then hop it up to the library and do some research.
- After all,wasn't that a tower that loomed above the library?
-
-
- ** The Book is Better Than the Movie **
- Go into the library and directly to the bookshelf on the back wall.
- When it is in full view you will be able to read each individual book.
- Atrus was right, most of these books are completely destroyed,
- burned at the hands of an arsonist,which son could have done this?
- The Channelwood Journal is the first readable book, it's red and green
- and is on the left side of the top shelf. Take and read this book.
- Click on it once to bring it into full view, and again to open it.
- Clicking on a page will turn it. This book tells of a land of tree
- dwellers. Each book will chronicle that land and show you some key drawings
- of it
-
- ** Channeling **
- Channelwood looks like a land of tree houses.
- The next book that's still readable is the red and blue Stoneship Age
- Journal on the right side of the top shelf. This book tells the story of
- 3 boys and their adventures. Make note of the submersible lamp,
- the lighthouse, and the 8 constellations of this land.
- These constellations have matching symbols like those etched into the bronze
- plates mounted on the markers in front of the pillars that ring the
- marble basin area. Use the empty journal provided with the game to sketch
- all pertinent information.
- Remember, these books will give you many clues to each of the ages.
-
- ** Apocalypse Now **
- The next readable book is blue and is located on the middle shelf.
- This journal tells of the Selenitic Age and reads like the Bible's book
- of Revelations: replete with a land scorched by giant balls of fire from the
- sky, large craters and burned out wastelands.
- Make note of the drawing of the keyboard and receiving dish.
- These items will "play" an important role later during your travels to this
- age.
- It's a good idea to sketch the map of each age, they will prove invaluable
- in your later travels. The next book makes little sense.
- It's slightly singed, but still readable.
-
-
- ** The Book Of Patterns **
- At the far right side of the middle shelf is a book of many different block
- patterns. They all are based on a 8 x 6 grid. Don't write these down.
- Instead, remember what the patterns look like, as you will need to
- reference this book later. There's 1 more book that you can peruse.
- The brown book on the left side of the bottom shelf is the Mechanical Age
- Journal. In it you will read of an island fortress and an attacking fleet
- of ships. Make note of how the fortress works, the fortress floor plan,
- and the stairs. Do not skip through these books. A little time spent
- reading here will save you a lot of time later in the game.
-
- ** Son Tsu **
- On the left wall of the library, behold a red book on a display shelf
- with a red page sitting next to it. Open the book and insert the red page
- in it to communicate with Sirrus. Through the heavy static and interference
- you can see that he is unsure of who you are. He appears to be well
- mannered, though. As he struggles to see you, he pleads for you to bring
- more red pages. On the other wall you will find the book that contains
- Achenar. He seems a bit, shall we say, disturbed. He,like his brother,
- demands that you bring more blue pages. We at last have a direction to
- proceed in this quest. What purpose do these pages serve?
-
- ** Are We On The Map? **
- The map on the left wall of the library holds the key to your travels
- through the different ages of Myst. Examine it. When you are close enough,
- all locations where you activated marker switches at are illuminated.
- Just behind the library you will see a blinking circular marker.
- Press on this marker and a line will appear. If you hold down on the marker,
- the line will rotate. As it passes over key landmarks, it will turn red.
- Release at the docks and you will hear creaks and
- groans as the tower aligns with this location.
- After that pretty impressive display, and now that the tower is rotated,
- what do you do?
-
- ** Secret Tower Passage **
- There are 2 framed pictures by the bookcase.
- On the left wall is a picture of a set of stairs, on the right a set of
- book shelves that look awfully familiar. Touch the picture of the stairs.
- The image will swirl and the shelf of books will slide away to reveal a
- passage. At the end of that wood paneled hallway sits an elevator.
- Once in the elevator, press the blue button to be delivered to the tower.
- The indicator above the button will display "Tower" when you arrive,
- just to make sure. Exit the elevator and go straight to the ladder that
- has an open book plaque behind it, climb the ladder to the platform.
-
- ** I Can See Clearly Now **
- Looking out the window,the landmark highlighted during the tower
- rotation will be visible,in this case he docks.
- Could this point the way to the place of protection for 1 of the remaining
- books?
- Climb down and go to the other ladder. A key plaque is mounted on the wall
- behind it. Climbing to the top reveals yet another plaque.
- This one gives 3 dates and times: 10/11/1984 10:04am, 1/17/1207 5:46am, and
- 11/23/9791 6:57pm. The rotunda holds a decoder that will translate these
- dates. In order to leave the library, return to the pictures and touch the
- bookcase picture to close the passage.
-
- ** Take A Break **
- This concludes the first part of the Myst Walkthrough.
- We've covered quite a bit of ground so far. The island of Myst is a
- beautiful place, the likes of which have never been seen on a PC screen.
- The beauty of Myst is only matched by the rich aural experience.
- Take a break from your travels now, pick a place on the island and sit back
- and relax. In the second part of this Walkthrough you'll explore the
- Stoneship and Mechanical Ages. So, for now, enjoy these tranquil surroundings
- and stay tuned.
-
-
- Hopefully, you're well rested. We are going to set out to explore the
- Stoneship and Mechanical Ages today -- a major undertaking. You will need to
- draw on your experiences on Myst Island in these travels. The keys to all the
- ages of Myst are contained on Myst Island itself. As you'll recall, we've just
- completed our first tower rotation using the map on the wall of the library.
- We have several dates and times that were taken from the key plaque for
- decoding at the rotunda building.
-
- ** It's A Date **
- Start with a quick trip to the rotunda building.
- Open the door and go in. Next to the door is a switch that will turn off
- the lights. Click, the whole room then looks like a planetarium.
- Take a seat in the chair and pull down the control panel. Input the dates
- from the key platform plaque. Each date will display a constellation that
- will match one of the drawings in the journal. The matching symbol icons
- from this translation will be: Leaf, Snake, and Beetle. Go down to the marble
- basin and find the columns with these icons. Press the matching bronze plates
- for these symbols and they'll turn green (don't worry, they're not jealous).
-
-
- ** Raise The Titanic **
- Upon pressing the last plate, a loud rush of water will be heard --
- like something big is draining. Aha, the ship in the bird bath raised.
- But that couldn't have made all that noise. What about the bigger ship?
- Yes! The ship by the dock is also raised. Board it and go below deck to
- find the first linking book on the blue chair. Open it and watch the flyby
- of the Stoneship Age. Touch the picture and you will be taken there.
- You'll find yourself standing at the aft of a ship that appears to have,
- itself, materialized on a large, stone island. A wood plank leads out to a
- sunken lighthouse to the right and an umbrella structure to the left.
-
- ** Walk The Plank **
- There are several objectives on this island. First, restore power to the
- island structures. Walk out to the umbrella structure where there are 3 large
- buttons. Pressing the right button will pump out the lighthouse.
- Return there and find the key chained to the walkway.
- Down the spiral stairs is a large locked trunk. A small valve is set
- in the left side of the trunk -- open it to drain the trunk, then close
- it and return to the pump switches. Press the right button and return to the
- lighthouse. The trunk is floating alongside the key that's bolted to the
- walkway. Unlock the trunk and remove the key hidden inside.
-
- ** Going Up **
- Climb the ladder to the right of the chest. Use the key and open the attic
- door. There's a hand generator here and a battery pack.
- Crank the handle on the generator several turns until the power gauge on
- the battery pack shows solid white (i.e., you have a full charge).
- Go back to the pump station and press the middle button. This drains the
- tunnels in the large rock structure. Sirrus' room is down the passage leading
- from the aft platform where you entered this age.
- Look around this ornate area. There's lots to look at, but all you need to
- recover is the single red page in the bottom dresser drawer.
-
- ** Return To Myst Island **
- There's a telescope at the pinnacle of the rock formation at the center
- of this island. Just to the left of the walkway to the lighthouse,
- there is a stone passage which you should follow as it leads up to the
- telescope. Look through the telescope and pan around. Stop on the roof
- of the lighthouse with the blinking light. This will be at the 135 degree
- mark. Go back down the passage to Sirrus' room. On the wall, 1 landing up
- from either brothers room, will be a large recessed plate. Pressing it will
- reveal a secret passage to the compass room. On the floor of this room is a
- large antique compass. Now you're getting somewhere...
-
-
- ** Due East **
- Circling this compass are a series of small buttons.
- Press the 12th button from the north portion, but beware! If you press the
- wrong one, you will trip the lights and have to go back up to the lighthouse
- to recharge the battery pack. A light goes on if you press the right button.
- How strange, the light is underwater and can be seen through the windows in
- this room. Time to go back up to the pump station. Press the left button
- and the aft ship chamber will drain. Go below deck and note that the light
- you just activated with the compass button is illuminating this room. At the
- bottom of the hold is a book room. Go to the table.
-
-
- ** Can I Check Out This Book? **
- Touch the table top and the linking book will materialize.
- Remember, you can go into any of the chambers without the benefit of light.
- Both bed chambers appear to have independent energy sources and are lit up
- regardless of battery charge. However, if the underwater light is not lit,
- the book will not appear on the table. With the Myst linking book before you,
- open it and touch the picture to return to the library on Myst Island.
- Insert the red page in the red book and listen to Sirrus.
- He thanks you for the page and tells you that his brother is guilty,
- and that he is wrongfully imprisoned, emploring you to bring more pages.
-
- ** Back For The Blue Page **
- The return trip is a breeze. Just go down to the ship by the dock,
- below deck, use the linking book, and you're back in the Stoneship Age.
- Recharge the battery pack and press the middle button at the pumping
- station to drain the center passages. Off the fore section of the ship is
- a passage leading down to Achenar's bed chamber. Achenar is not at all
- like his brother. From the looks of his room, you might say that he is a
- little on the twisted side. There's a lamp that looks strangely like a
- human rib cage. There, on the bed, is the blue page. Off to 1 side of the
- room is a large dresser with a strange apparatus perched on top.
-
-
- ** Only Half The Story **
- On top of the dresser is a holographic unit.
- Turn it on and a rose appears, slide the lever and it morphs into a human
- skull. The second from the bottom drawer of this dresser has a surprise.
- This is the left half of a torn page from a journal -- something to do with
- marker switches and a vault. This could be important, so make a note of it's
- contents. With the blue page in hand, go to the pumping station and press
- the left button. Return to the book room and use the linking book to return
- to Myst Island. In the library, return the blue page to the blue book and
- listen to Achenar. He seems to be getting crazier, doesn't he?
-
- ** Rubber Room **
- Achenar says that his brother cannot be trusted, that he was falsely
- imprisoned and that he will seek retribution for his brothers acts.
- The image is clearer this time, with less static. Maybe the more pages
- returned to the books, the better the communications link. With the way
- Achenar is cracking up, though, how well do you want that link to be?
- Use the map to rotate the tower again. This time, position the rotating
- pointer to the spaceship out on the point. Sure enough,
- looking out from the tower shows the spaceship in view.
- The key plaque displays a single message,
- 59 volts." Keep that number "current."
-
-
- ** Snacks Are Available In The Lobby **
- A trip to the power plant seems to be in order. The trip down the hill
- from the library is quick enough. Go in the brick building and down
- to the door at the bottom, then press the blue button and go in the door.
- There's a control panel with 10 switches in 2 columns.
- There are also 2 dials: the left is for island power, the right for power
- to the spaceship. Each switch powers up a generator. The trick is to flip
- the right combination of switches to total 59 volts on each dial.
- To do this press button 1 and 3 on the left column and buttons 3 and 4 on
- the right -- carefully! The number 59 should now be displayed on each dial.
-
- ** What A Trip **
- If you press the wrong combination of switches you will trip 1 of the 2
- tower breakers. If this occurs, shut down all generators, go out,
- find the tripped breaker, and then start again. Once you hit the 59s,
- enter the space ship and you will see a keyboard at one end and a set of
- 5 slider switches and a lever at the other end. Using the diagram from the
- Selenitic Age Journal of the keyboard, press the 1 key from the diagram and
- then adjust the first slider so that the note generated matches the note
- played on the keyboard. Repeat for each of the 5 notes. When you think you
- have the right settings, pull the handle.
-
- ** Music To The Ears **
- If the settings were correct, the linking book should now be displayed in
- the view screen. Touch the screen and watch a flyby of the Selenitic Age
- (which is pretty desolate). Like the first puzzle, 5 sounds must be identified
- and set into an access panel before you can return to Myst Island.
- Like the marker switches on Myst Island, there are sound transmitters
- scattered about at 5 locations that must be activated. Locate each and
- press the button. Make a note of each icon at each transmitter's site.
- Also note the sound that emanates from each location.
- WARNING: This is possibly the most difficult of all the puzzles of Myst.
-
- ** An Oasis **
- Cross the elevated walkway and follow the path through the pass to the left
- of the mountain. Set into the base of the mountain is a small brick structure
- with a coded access panel. The first small trail that branches left off the
- main trail leads around the left side of a large crater. Follow it to the
- oasis. It is here that you will find the blue page on a wood bench, to the
- left of the transmitter switch. Take it. The icon at this transmitter
- location is of 2 drops of water. Press the red button and listen to the
- sound of the water, you will need to remember this sound later.
-
- ** Water To Fire **
- Go back to the large brick staircase just past the Oasis trail head.
- This leads to the chasm Atrus spoke of in his journal of this age.
- Activate this transmitter switch and make a note of the sound of the
- furnace below. The icon at this location is a chasm with steam rising.
- Go back down the stairs and continue down the path away from oasis and chasm.
- You will quickly come to the remnants of a once mighty clock tower.
- Activate the transmitter switch. Listen and note the sound of the clock.
- The icon here is of 2 clock hands. Continue down to the fork in the path, go
- right and up the hill towards the crystal forest.
-
- ** Crystal Forest **
- In the crystal forest, you will find another transmitter switch.
- There's a unique sound produced here as the wind whistles through the crystal
- formations. The icon here is of a shard of crystal. There's a red page
- sitting atop the transmitter pedestal, so pick it up.
- (Where did the blue page go?) Return to the path and walk out to the
- jetty to a subsurface tunnel. The loud rush of wind exiting the tunnel is
- almost deafening. Activate the transmitter switch. The icon is a hole with
- air swirling out. Next, climb down the ladder into the underground tunnel.
- Turn on the light switch at the ladder's base.
-
-
- ** The Light at the End of the Tunnel **
- Climb the ladder at the other end of the tunnel, then climb the brick stairs
- to a large set of metal doors. Open the doors to expose a control panel,
- complete with video monitor, 2 directional arrows, a receiver coordinates
- display, 5 icon buttons that match the transmitter icons, and a sum button.
- The trick here is to rotate the receiver to lock in on each individual
- transmitter. When you get close, a directional arrow will flash in the
- direction of the signal. You will hear a clear sound played over the
- speaker when the right direction is locked in.
- IMPORTANT: Record the direction coordinates for each icon.
-
- ** The Coordinates **
- The various coordinates are: Oasis-153.4, Chasm-130.3, Clock Tower-55.6,
- Crystal Forest-15.0, and the Underground Tunnel-212.2.
- Once all coordinates are set, press the sum button and the sounds
- will be played back in a specific sequence: Crystal Forest, Oasis,
- Underground Tunnel, Chasm, and Clock Tower. Return to the access panel back
- at the start of this age. By moving the sliders, different sounds will play.
- Set the sliders so the sounds play in the same sequence as above.
- When all the sliders are set, press the red button to open the doors.
- Go down the stairs to the rail car. Press the blue button and go in and
- take a seat.
-
- ** Which Way Do I Go? **
- Press 'FORWARD' to start your trip in the rail car.
- Once lowered to the track, use the directional arrows to set a compass
- direction, forward to move forward, and backtrack to reverse your last
- movement. The correct sequence of directions is:
- N, W, N, E, E, S,S,W,SW,W,NW,NE,N,SE,and exit.
- At the end of the ride, exit and follow the passage.
- There you will find the Myst linking book, so use it to return to
- Myst Island. Back in the library, place the red page in the red book.
- Sirrus is easier to see and hear now with another page inserted.
- He begs that you bring more pages and warns you not to release his brother.
-
- ** The Blue Page **
- The return trip is easy this time. The code is still set in the spaceship,
- so simply use the already displayed linking book to travel to the
- Selenitic Age. Return to the oasis and retrieve the blue page.
- When you go back to the maze entrance, the sliders are still set.
- Press the button and go down to the rail car which has magically returned
- to the start of the maze. Run the exact same directions through the maze.
- Use the Myst linking book to return to the library and insert the blue page
- into the blue book. Achenar now claims that Sirrus murdered their father and
- commands you to bring more pages. The plot thickens...
-
- ** Shore Leave **
- That concludes the second installment of this Myst walkthrough.
- The two brothers offer a truly perplexing problem.
- Which of them is rightfully imprisoned and which is telling the truth?
- Does sanity count for anything, or has Achenar been driven to his insanity
- by his grief over the murder of his father? The time is coming when a
- decision must be made. Which brother will you free? In part 3 of this
- walkthrough, we will explore the Mechanical and Channelwood Ages,
- as well as the End Game.
-
- THE MECHANICAL AGE, CHANNELWOOD AGE AND THE END GAME
-
- Have you come to any conclusions? Which brother is sane and which is really
- guilty? How did they get into their separate books anyway? Why are their pages
- scattered throughout the lands of Myst? So many questions and so few
- answers. Maybe you will find some more answers in the remaining ages of Myst.
- If not, how will you decide which brother to release? Your decision will
- ultimately lead to either your escape or permanent residency.
-
-
- ** Trained Mechanics **
- You've probably already guessed which landmark holds the linking book to the
- Mechanical Age; it's the large set of gears on the hill above the docks.
- Using the map in the library, rotate the tower to align with this spot.
- A trip to the tower will show proper alignment and disclose the
- key 2:40 2,2,1. That first part is a time, and where is time used on
- Myst Island? The controls on the shore by the Clock Tower, of course.
- After arriving at the control box, turn the dials for hours and minutes
- to set the clock to 2:40. Press the red button and a hidden walkway of
- gears will rise from the water.
-
- ** What Was The Combination? **
- Inside the tower is a strange device. It consists of 3 numbered dials
- in a vertical stack, and at the base are 2 levers on either side:
- one on the wall to the right, and a counter weight on a chain to the left.
- Pull and release the lever on the left and the bottom 2 dials will rotate
- 1 digit. Pull and hold this lever and the bottom number dial rotates
- 1 position while the middle dial continues to rotate until released.
- Pull and release the right lever and the top 2 dials rotate 1 position.
- Pull and hold the right lever and the top number rotates 1 position
- and the middle dial continues to rotate until released. Simple, right?
-
- ** Get It In Gear **
- You are limited on the number of times you can pull the levers because,
- as you rotate dials, the counterweight drops. If it hits the ground you
- have to pull the lever on the wall to reset the dials and raise the
- counterweight. The quickest solution to this puzzle is: Pull and release
- right lever twice. Hold the left lever down until the 2 comes around on
- the middle dial, then release the lever. There will be a cranking sound
- as a mini-gear set in the base of the device rotates open. It looks a lot
- like the larger gear on the hill by the docks. Time to get up there and
- check if it has opened like this miniature model has.
-
- ** Fortress Island **
- Sure enough, the gear is open and the linking book is just inside.
- Use it to get to the Mechanical Age, a place full of gears.
- Upon arrival, to your left is a gear set on a pedestal with a control panel.
- There are 4 icons that can be changed by pressing the green buttons.
- There's also a large red button under the row of icon buttons. Across a
- steel foot bridge sits a small fortress set on yet more gears.
- The track that encircles the fortress, and the long trap door guarded
- by railings, look just like a few of the drawings in Atrus journal of this
- age. Cross the foot bridge to the fortress and go right once inside.
-
- ** Around And Around We Go **
- Achenar's room is even weirder than those found in the other ages.
- There are all sorts of weapons laying about surrounded by strange wall
- decorations. There's a fortress rotation simulator here.
- By manipulating the levers, you will see a graphic of the fortress rotate
- through the 4 compass directions. When you find the real rotation device,
- you will not have the benefit of a graphic display. Practice enough to be
- able to do this with your eyes closed. Listen carefully to the directional
- sounds. There's a recessed panel to the right of the simulator marked by
- a yellow stripe, press on this panel and enter the secret chamber.
-
-
- ** Torture Chamber **
- The Blue page is beneath a shelf with poison bottles. Find the other
- exit from the bed chamber, follow it to the end, and you will be at the
- back entrance of Sirrus' room. Midway between these is a red button
- and another hallway. There appears to be a column at the end of the hallway.
- Pressing the red button opens a door in the floor.
- In the lower,level there's a small table with a display of 2 semicircles,
- with 1 set inside the other, and a lever. Pull the lever and rotate
- the circles lining up the openings, then return upstairs.
- Push the red button again to close the stairs and go down the hall to
- the elevator.
-
- ** Going Up **
- The elevator has an up and down arrow with a square button set in the
- middle that serves as a timer. Go to the top floor and press the timer.
- Exit the elevator and, when the timer expires, the elevator will close
- and lower out of sight revealing the rotation device. Use the device to
- rotate and visit the islands north and east of this one. On each, you will
- find half of the 4 icon sequence needed to open the stairway at the start
- of this age. Return the tower to it's original location (south) and use
- this 4-icon code sequence to open the stairway. Finally, go down to
- the room and use the linking book to return to Myst Island.
-
- ** Mental Case **
- Back at Myst Island, insert the blue page in the blue book.
- Achenar gets a little further down the road to the big rubber walled
- room on each return trip. He of course wants "more blue pages", so what else
- is new? He tells of Sirrus being the guilty party. He explains how Sirrus
- has a greed that cannot be quenched. Most of the conversation is the same
- old paranoid babble that Achenar seems only capable of vocalizing.
- Get back to the gear on the hill and the Mechanical Age linking book.
- Once back at the island, again cross the catwalk to the fortress,
- go left inside the door. This will take you to Sirrus' room.
-
- ** Sirrus Stuff **
- Sirrus' room is filled with miniature models of all the devices on Myst
- Island. Each can be closely examined. Since the fortress is symmetrical,
- it only makes sense that there would also be a hidden room here.
- Below and to the right of Sirrus' "throne," behind the tapestry, is
- where the panel is located. Here is where his greed manifested itself
- in the gold bars and coins that litter the room. Laying in a chest of
- gold bars, in the back corner of the room, is a red page.
- There's a threatening note rolled up with the wine bottles from Achenar.
- Return to Myst Island with the fourth red page and insert it into the red book.
-
- ** The Fourth Red Page **
- Sirrus actually seems a little calmer. With each page he says he
- can see more clearly and that soon he will be free of his prison.
- He sure is appreciative of the red pages and promises great wealth if the
- last one is retrieved. As is always the case with these 2 brothers,
- he mixes no words where his brother's concerned. He claims that Achenar
- is demented and took advantage of their father. He warns that,if released,
- Achenar will destroy both of you. He is anxious for the last page
- to be returned from the last unexplored age.
- The only other landmark that will activate the tower is the large tree.
-
- ** Channelwood Age **
- Use the map in the library to rotate the tower to the large tree behind
- the small cabin just up from the Clock Tower. A quick check through the
- window in the tower confirms the tower position, and the key plaque only
- displayed the numbers 7,2,4. What the heck could those numbers mean?
- Just inside of the door and to the left in the small log cabin by the large
- tree is a wall safe. Setting the three tumblers to 7,2,4 and pulling
- the handle opens the safe. There's a box of matches in the safe. Is anything
- on this island normal? Before leaving the wall safe, strike the match on the
- box to ignite it. Things will heat up soon.
-
-
- ** Fire It Up **
- Turn around and go to the furnace. Start by cranking the large wheel to
- the right to get the gas going, then touch the match to the pilot
- set in the lower left of the furnace base. Keep cranking the gas up
- until the temperature readout gauge is maxxed out. The loud thundering sound
- is the tree moving up out of the base. Cut the gas and run out to the tree
- and you will be able to jump into a compartment set in the tree for a ride
- down. At the bottom, there's a room with the Channelwood Age linking book
- sitting on a tree stump. Use this book to get to the Channelwood Age.
- Just as the journal had stated, this place is filled with trees.
-
- ** Myst Family Robinson **
- There are 3 levels to the Channelwood Age; the water level walkways,
- the mid-level huts, and the upper level bed chambers of Achenar and Sirrus.
- The lower level is a very simple tree structure branching out from the
- windmill. The mid-level huts are mapped in the Channelwood Age Journal,
- and the upper level consists of a winding walkway that connects the 2
- brothers' bed chambers. Also on this level is Achenar's imaging chamber.
- All mechanisms in this age are powered by a series of water pipes that
- emanate from the windmill. The windmill is to your left at the start of
- this age, so you'd best make your way there.
-
- ** Open The Valve **
- Inside the windmill there's a water valve at the base of a large tank.
- Open the valve and you will hear the water run into the pipes.
- All through this level, you will know if the pipes at
- your feet are filled with running water by the sound -- no sound, no water.
- Also, at each fork of the walkway there's a 2-way valve. Move the red valve
- bar parallel to the pipe you want the water to go down. The spiral staircase
- seems like the logical way up, but the door is locked with no key. From the
- windmill, route the water left, then right 3 times. This will bring you to an
- elevator. Use the red lever in the elevator to go up.
-
- ** Open Sesame **
- On the drawing of the middle level in the Channelwood Age Journal
- there's a line connecting a hut to the spiral staircase. Go straight
- from the elevator, then right 3 times, then out to the hut with the
- switch for the spiral staircase door on the middle level. Pull the red
- handle to open the door. From this "switch hut," go straight through the
- first hut, right 2 times, through the square hut, elbow through the next
- square hut, and straight to the staircase.
- Go down the staircase and open the
- door on the first level. Go back to the first fork from the windmill
- and redirect the water right to the spiral staircase.
-
- ** Top Of The World **
- Go up the spiral staircase and use the elevator to the left at the
- top of the stairs (which now has power).
- This will take you to the top level and the 2 bed chambers.
- Leave the elevator and head for the first hut that's visible.
- This is another of Achenar's play rooms (Achenar is a sick puppy).
- There's an imager that will activate when you enter the room,
- although it has no real purpose. Continuing on past this hut will bring
- you to Achenar's bed chambers and the master control for the imager.
- Flip through the 4 messages and see the nice message from Sirrus.
- The fifth blue page is at the base of the imaging controller.
-
-
- ** Linking Paths **
- At the other end of the winding walkway is Sirrus' bed chamber
- (we'll come back for the red page later). Go back down the elevator
- and staircase to the first level. Return to the first valve after the
- windmill and set the valves: left twice, then right to a dead end with a
- lever. Pull the red handle and a hidden walkway will float up.
- Follow the walkway in a half-circle past the elevator, and around to
- another dead end. Turn the crank here to extend a hidden pipe and connect
- it to the other side. Go back to the first valve again and set the valves:
- left, right twice and then left. Go back to the elevator across the floating
- bridge.
-
- ** Return Trip **
- Go up the elevator to the Myst linking book. Use it to return to the library.
- Insert the blue page and wait for psycho boy to be freed. Achenar will speak
- of yet another page and a trap.
- He warns of a green book that is a trap. To get to his final page, pattern
- number 158 from the odd book of patterns in the library must be entered in
- the fireplace located here in the library. Before getting this last page,
- go back and get the blue page left behind. Retrace the path and actions
- through the log cabin, the large tree, and all the valve settings to get
- back up to the top level of Channelwood.
-
- ** Sirrus' Room **
- Exiting the elevator, swing left and go to the hut at the opposite end
- from Achenar's. As always, the room is the model of perfection.
- The sought-after page can be found in the desk drawer under the window
- with a view of the windmill. In the right drawer under the bed is the
- other half of the page found earlier giving instructions for access to the
- hidden vault on Myst Island. Seems there are now 2 things to do back on Myst
- Island. By now, the way back is easy. Reset the valves yet again to
- power the linking book elevator and return to Myst Island,
- insert the red page in the library for the "other story."
-
- ** Sirrusly Now **
- Sirrus now owes a debt of gratitude for returning the fifth page.
- He still claims that he is the innocent party and that his brother should
- not be released for both of your safety. The secret code on page 158 is
- given along with another dire warning about not touching the green book.
- Follow the directions on the reassembled journal page. Go to
- the dock and turn the marker switch off (all the others should still be
- "on," not "off" as written on the page --this is important).
- There, in a secret compartment in the base of the marker switch,
- sits a white page. But there are no white books. Mu-hu-ha-ha-ha!
- The plot thickens!
-
- ** Stoke Up A Fire **
- Go back to the library and get the code book (middle shelf, far right).
- Carefully turn to page 158. Sketch this pattern and go over to the fireplace
- on the right wall, by the blue book. Crawl in and hit the red button to the
- left of the opening. Pressing on the metal plate that drops down will
- raise squares on the metal, duplicate the pattern found on page 158.
- Push the red button again and the fireplace rotates around to a
- small chamber. Here sits the last 2 pages and a green book. Let's see,
- both brothers are more than a little whacked. If they both
- warned you not to touch the green book, what should you do?
-
-
- ** The $64,000 Question **
- If you really are a glutton for punishment, go back and insert the blue
- and red pages into the brothers' books. You will quickly know what it
- feels like to be imprisoned in a book and watch anxiously as each
- brother removes your pages while having the last laugh. If you, instead,
- open the green book, you will get to meet Atrus in person
- and hear the true story. You'll know what to do with the white page after
- Atrus is done talking. If you hurried through Myst using this walkthrough,
- or you just want to go do some sight seeing in some of the best graphics
- available on a PC, use the book Atrus gives you to go back to Myst.
-
- ** An Open Book **
- All the ages of Myst are open now for you to explore
- (at least until a Myst II, if any, is released). Atrus did say that he
- would summon you when he needed your assistance to rescue his wife (can you
- say "sequel?).Go back to the library and at least take
- a look at the brothers final fate (which shows that you don't want to get
- on Atrus' bad side). This concludes the Myst walkthrough but there are many
- things to see in this game that were not touched upon here. While they do
- not play a key role in solving the game, many of the items are very detailed
- and you may spend considerably more time just exploring Myst. Enjoy!
-
-
- END OF SOLVE
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