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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!
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