Myst by Cyan Worlds Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com ------------------------------------------------------------------------------- Introduction ------------------------------------------------------------------------------- “Myst: The Surrealistic Adventure That Will Become Your World.’ So says Myst’s less-than-modest packaging, but I guess if you sold a gazil lion units, you’d be bragging, too. This puzzle game has a legion of fans on the PC and Mac, thanks to its wonderful graphics (which are most ly still pictures, alas) and its mysterious storyline. The Jaguar CD's version’s just as good, although it shows signs of its PC origins (such as the scratchy sound samples). If you’re finding any of the numerous puzzles a little too surreal, simply read this, “The Walkthrough That Will Restore Your Sanity.” ------------------------------------------------------------------------------- Island of Myst ------------------------------------------------------------------------------- You start the game at the dock. Walk to the end of the dock with a stairway on your left and a switch ahead of you. Flip the switch lever to the UP position and walk up the stairway. Turn left and follow the walkway to the stairs at the opposite end. Go up the stairs and read the note on the ground. The note refers to Marker Switches, one of which is already turned on. There are eight Marker Switches on the island, but ine is out of reach at the moment. The others are located at various places around Myst. Three Switches are in the forest; one Switch is next to the gear monument near the dock; one Switch is near the note you just found; and one Switch is next to the rocket monument. Activate each Switch as you find it. When you've activated all Switches, return to the dock where you started. Notice the small door in the side of the dock? Click on it to enter the fore-chamber to find a pool. Turn around and examine the list on the wall. Press the button in the upper-left corner to reveal a panel and a two-digit counter. You can enter the nuni bers on the list (40, 67, and 47), or enter the number 08 to indicate the number of Switches. Press the red button to close the panel. Turn around to face the pool and press the large button to hear Atrus’ message. Leave the fore-chamber and go to the library. In the library are a red book and a blue book. Pick up the pages and insert them into the books to hear two very garbled messages. Examine the bookshelf and read the four books. Each one describes a different age. Next, examine the map on the wall. It's decorated with drawings that show the different landmarks on the island. Click on the flashing circle and hold the A button. A line extends from the circle and sweeps across the map. Release the color from white to red. The tower rotates to point at the gear monument. Leave the map and look at the painting of a staircase. The painting "swirls" and the bookshelf transforms into a passage. Walk through the passage to find a loudly humming elevator. Enter the elevator, close the door and click the green button. When the elevator crashes to a halt, step off and examine both ladders. One ladder leads to a window that shows what the tower is aimed at, while the other gives a clue as to how to access the Age that the targeted location represents. Return to the map and repeat the process of rotating the line until it turns red, using the elevator, and climbing the ladders to learn the clues. (There are four locations on the map.) When you've seen all four, return to the library and click on the second painting to close the secret passage and reopen the library doors. You can now visit the four Ages in any order. (we did them in alphabetical order) ------------------------------------------------------------------------------- Entering the Channelwood Age ------------------------------------------------------------------------------- Go to the forest cabin. Examine the safe and enter the combination (724). Pull down the lever to open the safe. Open the box of matches inside and take one out. Strike the match against the box to light it. Turn around and walk to the furnace on the other side of the cabin. Move the match into the pilot light in the lower-left corner of the furnace. The furnace controls the tree just outside the cabin, which has an elevator inside of it. Turning the red wheel clockwise or counterclockwise turns the furnace up or down. Start out by turning the wheel all the way to the right. When the elevator reaches the top, the furnace needle stops moving. Turn the wheel to the left and the elevator starts to fall. Hurry outside and jump into the elevator when it reaches your level. The elevator slowly takes you down into the basement. Read the book to enter the Channelwood Age. (To get out of the basement, use the wheel. You can get out at the cabin or ride all the way to the top. To get down from the top, press and hold the button inside the elevator door.) ------------------------------------------------------------------------------- The Channelwood Age ------------------------------------------------------------------------------- Wander around to locate a circular staircase, an elevator, and a windmill. Go to the windmill and turn the faucet at the bottom of the tank. This starts the windmill pumping water. Use the pipe switches on the walkway to direct the water into the pump next to the elevator. (The red lever on each switch indicates where the water is not flowing.) Enter the elevator and click on the door to close it. Pull the red switch to ride up to the trees. Walk around and explore the buildings. One of them has a red lever. Pull the lever and you can see the door of the circular staircase as it unlocks. Walk down the staircase and open the door. Reset the pipe switches to direct the water into the pump at the bottom of the staircase. Climb the stairs and get into the elevator. Click on the door and pull the red switch to ride up to the second level. Walk around and explore more buildings. Look for the red page in a desk drawer near a window (see the windmill?), and the right hakf of a torn note inside the bed drawer. Look for the blue page near a strange machine. Return to the ground level and reset the pipe switches to direct the water into the dead-end walkway. Pull the handle on the pump to make a bridge appear. Cross the bridge and walk forward to find another elevator. Turn the hand crank near the elevator to extend a pipe across the water Reset the pipe switches yet again to direct the water through the new pipe. Enter the elevator and ride up to the Myst book. Return to the library and place the red or blue page into the appropriate book. (Return to the Age to retrieve the other page.) ------------------------------------------------------------------------------- Entering the Mechanical Age ------------------------------------------------------------------------------- Walk to the shore across the water from the clock. Use the wheels to set the clock to 2:40. The left wheel sets the minute hand (five minutes per turn), and the right wheel sets the hour hand. When the clock is set, press the red button to create a gear bridge to the clock. Turn on the eighth Marker Switch and go inside. You need to pull the levers to change the three counters to the proper access code (221). When you pull the left lever, the bottom two counters increase by one (or wrap around from 3 to 1). When you pull the middle lever, the top two counters increase by one. When you pull the right lever, everything is reset. Here’s the tricky part: if you hold a lever, the middle counter continues to increase. To enter the code, pull the left lever once and the right lever twice, holding on to the right lever the second time you pull it. Leave the clock and walk to the gear monument near the dock. Read the book to enter the Mechanical Age. ------------------------------------------------------------------------------- The Mechanical Age ------------------------------------------------------------------------------- You start next to a large gear with a combination lock. Walk to the fortress in the distance and go mside There are two rooms inside the fortres one with weapons and the other with a model and spy glass The weapons room has on simulator The left lever controls the speed of rotation, and the right lever turns the rotation on and off When you rotate and then stop the tower, it settles on the cardinal direction (north, south, east, or west) that it's closest to. To the left of the chair in the room is a secret panel. Open it and enter the secret room to find the blue page. Go to model room and open another secret panel, this one behind the tapestay to the right of the chair. The red page is inside the chest in the corner. Go to the elevator between the two rooms. Press the red button to reveal stairs Walk down the stairs to a circular indicator and a lever. Hold the lever until the indicator turns (and stays) red. Go back upstairs and press the red button to close the stairway. Walk straight ahead and into the elevator. Press the arrow pointing up to activate the elevator and go to the top of the fortress. Press the square button between the arrows and quickly step off the elevator. The elevator lowers to reveal the fortress rotation controls on the top. Examine the controls and use them to rotate the fortress to each of the four cardinal direc tions. Listen for the different sounds to know when you've stopped in a particular direction--they’re the same sounds as in the simulator. Press the red button on the controls, then exit the fortress and walk outside to examine the combination picture. You should see all four parts of the picture combination. Rotate the fortress to the south and return to the combination lock. From left to right, enter a horseshoe, triangle-square- triangle, three triangles and a dot, and half-circle. Press the red button to open the stairway. Walk down the stairway to find the Myst book. (Remember to grab the red or blue page before leaving.) ------------------------------------------------------------------------------- Entering the Selenitic Age ------------------------------------------------------------------------------- Go to the power station (it’s the yellow building). Walk through the passage to reach a door. Press the button and examine the control panel. Each of the ten red buttons adds a diferent voltage to the total. The voltages for the left column of buttons (from top to bottom) are: 10,7,8,16, 5. The voltages for the right column are: 1,2,22, 19,9. You need a setting of 59 volts. Press the following buttons in order: 2, 16, 19, 22. Leave the power station and go to the rocket. (If the power goes off because of excessive voltage, you’ve blown a circuit breaker. Climb the two towers along the edge of the island and flip the breaker switch. Return to the power station and try again.) The Selenitic Age book in the library has a picture of a keyboard that looks suspiciously like the one inside the rocket. Play the notes on the keyboard in the same order as the book. Turn around and examine the five sliders. Position the sliders so they play the same tones as the ones on the keyboard. Pull the lever and a book appears in the window above the controls. Read the book to enter the Selenitic Age. ------------------------------------------------------------------------------- The Selenitic Age ------------------------------------------------------------------------------- Explore the island to find five symbols, each one with a red button. Press each button as you come across it, and try to remember the area around each symbol. You’ll find the red and blue pages as you explore. The red page is near the crystal, on top of the symbol. The blue page is near the waterfall, on a bench. When you’ve pressed all five buttons, go to the tunnel near the wind symbol and climb down the ladder. Flip the light switch at the bottom and walk through the tunnel. Climb the ladder on the other side and enter the tower. The tower can tune in sounds from all over the island, but you need to aim the tower. Click on a symbol, then use the arrow buttons to aim. One of the arrow buttons flashes when you’re close to the sound. When the sound is perfectly tuned, both arrows stops flashing. Click on the next sym bol to tune it in. Here are the coordinates for all five symbols: 153.4, 130.3, 55.6, 15.0, 212.2. When you have all five symbols tuned in, press the button at the bottom of the screen and memorize the sequence of sounds. Return to the small building at the start of the Age and enter the sequence of sounds into the lock by adjusting the sliders. Press the button and enter the building to find a bizarre vehicle called a Mazerunner. Enter the Mazerunner and sit in the driver’s seat. Press the FOR WARD button to enter the maze. Each sound (or combination of sounds) you hear indicates the direction you should move in. A “ding” sound means you should go north; a “chirp” means west; a “boing” means east; and a “clank” means south. Click on the speaker to hear the sound(s) again. Take this path through ti— maze: N, W, N, E, E, 5, S, W, SW, W, NW, NE, N, SE. Get out of the Mazerunner and walk forward to find the Myst book. ------------------------------------------------------------------------------- Entering the Stoneship Age ------------------------------------------------------------------------------- Go to the planetarium. Press the blue button next to the door to turn off the lights. Sit in the chair and enter the dates and times you learned at the start of the game. If you forgot ‘em, here they a..... again: October 11, 1984, 10:04 AM; January 17, 1207, 5:46 AM; November 23, 9791, 6:57 PM. Press the flashing button after you enter each date to view the night sky. Go to the library and read the Stoneship Age book to compare the star formations you just saw to the ones in the book. Each formation has a symbol. Go to the columns outside the library and click on the maple leaf, snake, and bug symbols. (If a symbol is green when the cursor moves over it, it’s on.) The ship at the dock rises out of the water. Go to the ship and enter the room below decks. Read the book to enter the Stoneship Age. ------------------------------------------------------------------------------- The Stoneship Age ------------------------------------------------------------------------------- Walk along the planks to the island with the umbrella. Each of the three buttons drains out an area normally blocked by water. The left button drains the cabin on the ship; the middle button drains the two underground tunnels; and the right button drains the light house. Push the right button and walk along the planks to the lighthouse. Go down the stairs to the chest. Open the spigot to empty the chest, then close the spigot again. Return to the umbrella and turn off the right button. Return to the lighthouse and the chest has floated up to the key. Ain’t that nifty! Use the key to open the chest and find the key to the tower. Climb the ladder and use the key in the padlock. Open the door and climb into the tower. Turn on the generator by cranking it until the indicator on the battery turns white. (The light on top also changes color.) The battery holds a charge for about ten minutes. When it goes out, you need to return and crank the generator again. Go to the umbrella and push the middle button. Turn around and enter the tunnels. One room has the blue page on the bed and a torn note inside one of the drawers. The other room has the red page in a chest of drawers. After you find the note (and pick up a page), leave the tunnìels. Climb to the telescope at the top of the stairway of planks. Use the telescope to look for the light house. (It’s at 135 degrees.) Return to the tunnels and look for a secret door in the wall. (It has a small red marking on it.) Open the door and enter the room to find a compass. Click on the thirteenth button clockwise from due north and a light goes on. Return to the umbrella and push the left switch. Return to the ship and enter the cabin. Go all the way down to the lowest level and click on the table to make the Myst book appear. ------------------------------------------------------------------------------- The End Game ------------------------------------------------------------------------------- At this point, you should have placed five red and five blue pages into the books. Both brothers tell you to enter pattern 158 into the fireplace. Look up the pattern in the far right book on the middle shelf. Examine the fireplace and press the red button to close it. Recreate the pattern and press the button again. The fireplace rotates to reveal a secret chamber with the final red and blue pages, along with the green book the brothers warned you not to read. Ignore their advice and read the book to get the whole sordid story from Atrus. Now read the instructions you saw on the two torn notes. Turn all the Marker Switches to the ON position (which you should have already done), then turn the Switch at the dock OFF. Take the white page inside the Switch and return to the green book. Enter the world of Dunny and give the white page to Atrus. You win the game and are rewarded by getting to explore the world of Myst at your whim. (For a bad ending, use the final blue or red page to free an evil son, or enter Dunny without the white page.) If you think the ending is a major letdown, you’re not the only one!