Myst 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 its 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 one 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 one-way manipulations; everything can be returned to its 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 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. Climb the stairs
and flip 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 spaceship. 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 one 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, the
docks). Could
this point the way to the place
of protection for one 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.
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.
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 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 bedchambers
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,
imploring
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 its 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
brother's 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...
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 only
Achenar seems 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 manifests 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 minces 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."
Sirrus-ly 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. 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!