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
------------