** 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!
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