mystwalk.txt [1/1] MYST WALKTHROUGH - VERSION 1.0 - JULY 1994 -------------------------------------------------------- Please send all comments, criticisms and suggestions to: Larry Field (l-field@tamu.edu). -------------------------------------------------------- EXPLORING AROUND MYST ISLAND ------------------------------ Start at the dock, where you first arrive on the island of Myst, and explore the whole island. As you start to leave the dock, walking toward the stairs you'll see what looks like a circuit breaker. It's located to the right of the stairs. This is what is referred to on Myst island as a Marker Switch. Click on the Marker Switch handle and it will rise and be 'turned on'. On your way up the pathway from the dock you'll find a note laying on the ground. It is a note to Catherine from Atrus. From reading the note you can see he has left her a message but first we must know how many of these Marker Switches there are on the island. Continue throughout the island examining everything carefully, taking notes on what you find. Find all of the Marker Switches as you go and turn them on. There are eight on the island at the following locations: Dock, Observatory, Large Gears on Hill, Space Ship, Fountain with ship, Brick building just past fountain, Log Cabin, Clock Tower. The Clock Tower's Marker Switch will not be accessible until you solve one of the puzzles. Turning on the Marker Switches 'activates' the location. Now that you've located all the Marker Switches you can go to the fore-chamber by the dock and get the message to Catherine from Atrus. To get the message go all the way to the end of the dock with the ocean on your left. Turn right and there in the wall is a hidden door. Click on the door and go in all the way to the imaging fountain. Turn around toward the stairs and click on the note on the wall to the left of the stairs. Upon examining it you'll see a red button in the upper left corner of the paper. Click on this button and a digital readout will appear. Click on the arrows until '08' (the number of Marker Switches on the island) appears. Turn back toward the imaging pool and click the yellow button on the front. The message will play. Take note of what is being said. Click on the yellow button again to have the message repeated. Once you've explored the island go back to the library. When you enter by stand in the center of the room and turn each possible direction examining all the walls. You will see: Map of Myst, Red Book, Picture of stairs, Bookcase, Window, Blue Book and a Fireplace. It may be helpful to draw a map of the library so you can visualize it better. Go to the Map of Myst on the wall and click on it. You will see an outline of all the objects you have investigated on the island, except for the clock tower. Turning the Marker Switches on makes the locations appear on this map. Since you have not turned on the clock tower yet, it does not appear. Click on the flashing circle on the map. This is the tower rotator switch. If you click on this and hold down the mouse button a radar-like line will appear and began rotating around the island. At certain points you will notice that it turns red (4 different locations). Stop on one of these red locations and back away from the map. Now go to the picture of the stairs and click on it. You'll see the picture swirl around and the bookcase to the right will turn into a staircase. This staircase leads to the Tower shown on the map. Take the elevator to the Tower. There are two ladders at the top. The ladder with the 'book' looks outward onto the island, the ladder with the 'key' is where you want to go. Climb the ladder with the 'key' and look closely at the stone wall at the top. There will be a clue there to solving one of the puzzles on the island. Write it down and go back to the library and rotate the tower on the map to the next location where it turns red. Repeat this until you've retrieved a clue from the tower for each place on the map where the radar turns red. After you exit the tower with the last clue, click on the window to the right of the staircase and the window will swirl and turn the stairs back into a bookcase. Now examine the bookcase. Click on the books and read the ones you can. Several have been ruined but there are four 'good' ones that contain valuable information. Write down anything you find since it may be a clue you'll need later on. You can always come back and refer to the books later if you need to. Move over and look at the Red and Blue books laying by themselves on opposite walls of the library. Click on the page laying beside each book, then click on the book itself. A message will be played. Listen and make note of what they say in each message. From this you learn that the object is to find and bring back as many red and blue pages as you can find to the respective books. This will help you determine which of the brothers have betrayed their father. One last thing to click on in the library is the fireplace. When you do so nothing happens. It puts you 'in' the fireplace so that you are looking out into the library. More later about the fireplace. That's about it for the library. Now out to solve the first puzzle. From reading the books you know there are four 'Ages' that Atrus has created. Each of the clues obtained from the tower will help lead to one of them. I've listed them here in the order I visited each age. They don't have to be visited in any certain order however. GETTING TO CHANNELWOOD ----------------------- After leaving the library, go down the trail to the end of the path by the clock tower. Turn left into the forest. There you will see the log cabin you found earlier. Enter it and turn back toward the door. To the right of the door you will see a safe in the wall. Click on the safe and enter the combination you found in the library tower by pressing the buttons below each number. The combination is 7,2,4. When you've dialed this in, pull the handle and open the safe. Click on the match box and it opens up. Click on the matches and pick one up. Click on the striking surface and it will light. Now turn back toward the furnace on the opposite wall. Light the pilot light in the bottom left corner of the furnace. Once the pilot's lit, turn the handle to the right, clockwise, as far as it will go. The pressure gauge at the top of the furnace will start to rise quickly. When the gauge reaches the top you will hear a loud sound and the gauge will drop back to zero and start up again. The burning of the furnace makes the tree, in the window to the left, rise into the air. After you've heard that loud booming sound 8 or 9 times, turn the wheel to the right all the way off, counterclockwise. Immediately go out of the cabin and turn left. Turn left again and go behind the cabin between the two trees. You will see a large tree there up on a platform just like the one you could see through the window in the cabin. Go up on the platform and look up at the tree. You'll see what appears to be a 'room' in the tree. It will be coming down since you turned the fire off. Look back down at the tree. Wait there until the room is right in front of you. When the floor of the room is level with the platform, click on it. You'll see it's an elevator that will take you down under the platform. The button on the left in the elevator speeds along the descent, you can ignore it since you'll be there shortly anyway. Once you've stopped at the bottom get out and approach the table with the book on it. Click on this book and you'll be transported to Channelwood. WHAT TO DO IN CHANNELWOOD --------------------------- Upon arriving in Channelwood you'll be standing on a wooden walkway surrounded by water. Turn around and go toward the windmill on the mountain in the distance. Follow the trail up the mountain until you get to the top. When you get there turn on the faucet at the base of the big water tank. Turn and go back down the hill to the wooden walkway. When you get back down you'll notice pipes running along the top of the walkway. These pipes carry the water that you just turned on at the windmill. The water is used to power pumps that are used in this age to drive elevators and other devices. Go to the only elevator that is currently accessible, the center one if you're looking into the trees from the windmill. The water is directed to the pump you want to use by switching the handles located at pipe joints. You change the direction of the water by pulling the handle to one side or the other. If water is running in a pipe, you can hear it. Also, when you get to the pump you're wanting to use, you can hear the motor running if water is flowing to it properly. Go up the elevator and walk around the treehouses until you find a switch mounted on the floor of one of them. (A map of the treehouses is in one of the 'good' books in the library. On this map is noted the location of the treehouse with the switch. There is a dotted line from this treehouse to the platform with the gate on it.) This switch opens the gate allowing access to the elevator that will take you to the second level of treehouses. Pull the switch then go to the platform with the gate and elevator. Go down the steps through the gate and redirect the water to the pump at the base of the stairs (this pump operates the upper elevator). Go back up the steps and use the elevator to go to the second level. On the second level, when you exit the elevator, turn left and go around behind the elevator into the room there. The red page is in this room. Also in this room is the first half of a note you'll need later. Copy the note down precisely before leaving. Exit this room and go all the way across the walkway, past the center building to the shack at the other end. In this room you will find the blue page. The building in the center is interesting but not necessary in completing the game. Once you've finished looking around, go back down the elevator to the first level of treehouses and walk down the stairs. Redirect the water to a pump on the far left side of the walkways. This pump is located where a walkway abruptly ends. Once water is running to the pump, push the lever and a 'hidden' bridge will be raised connecting the two walkways so you can cross. Go across and follow it until you get to another elevator. This elevator is not functional since water is not running to the pump. Follow the pipe from the pump and you'll notice it ends a short way down. There is a crank handle on the end of the pipe here. Turn the handle and the pipe extends across the water and connects to the other pipe. Now go back across the 'hidden' bridge and redirect the water to this pump. Once you've done that, go back to the elevator and go up. There you'll find a book to take you back to the island of Myst so you can return the red and blue pages to the library. GETTING TO THE MECHANICAL AGE ------------------------------- After you leave the library, follow the trail down past the fountain to the clock tower. Upon approaching it you'll see two round control knobs and a red button. Here's where you'll use one of the clues found in the tower (2:40 and 2,2,1). If you look at the clock before you look down at the controls you'll notice the time is 12:00. The large control knob moves the minute hand by 5 minute increments, the small knob moves the clock's hour hand by 1 hour increments. Turn the large knob 8 times clockwise. Turn the small knob 2 times clockwise. After you've done this press the red button. A 'gear bridge' will appear in the water allowing you access to the clock tower. Now you can turn on the Marker Switch and then click on the door to enter the building. Once you enter you'll see a pole there with three numbers (3,3,3) on it vertically. There are handles on the left and right of this device as well as another handle in the upper right corner of the room. Here's where you'll use the 2,2,1 portion of the clue from the tower. You must rotate the numbers so that they read 2,2,1. As you pull the left and right handles take note of which cubes turn. Practice as much as you like, the handle in the upper right corner of the room resets the numbers to their original location. It takes some practice but it's possible to do. Once you've changed the numbers correctly the chain to the left moves and the gears rotate. Now exit the building and go back across the bridge to Myst island. Go back up the trail to the library and turn right toward the dock. Go to the large gears up on the hill to the left of the dock. You'll notice that the upright gear has opened and revealed a book laying there. Click on the book and then click on the animation in the book. When you do you'll be transported to the Mechanical Age. WHAT TO DO IN THE MECHANICAL AGE ---------------------------------- Once you arrive in Mechanical Age, looking around, you'll see a bridge that leads to an island in the middle of a circular rail. Follow the bridge and enter the fortress. Hallways lead left and right, follow the one to the right to start with. There is a map of this building's floor plan in one of the four 'good' books in the library. If you copied it it will help you get your bearings here more easily. When you get to the room at the end of there hallway you will see a throne. Look to the left of the throne on the wall. There is a secret passage there. Click on the wall to open the door. Go in and find the blue page there. Once you've got this page you can exit this hidden room. Now look to the left of the door you just exited and you'll see an object with two knobs on it. This is the Fortress Rotation Simulator. Click on this and take a look at it. This object allows you to 'practice' rotating the fortress to the other islands you may have noticed on your way across the bridge when you first arrived. In a minute we'll go to the real fortress rotator but first a little practice is needed. Push the left handle forward about halfway and it will lock in place. Now push the right handle forward and hold it. You will see the fortress start to rotate counterclockwise. When the needle passes the first dock, release the right handle. Now pull the left handle back to the starting position. When you do this LISTEN carefully for the sound it makes. Each of the four dock positions has a distinct sound that you'll need to be able to recognize when doing the real rotation. Practice with this simulator as much as you need until you feel comfortable with it. Now move through the room to the back hallway. Go past the red button on the wall for now. If you keep going you'll enter the other room with a throne, a telescope and several other things. In this room there is a secret room located to the right of the throne, kind of hidden behind the tapestry on the wall. Click on this section of the wall to open the hidden door. There you will find the red page. Now go to the back hallway again and stop at the red button on the wall. Turn to face the button and you'll see a hallway. Press the red button and a stairway leading downward opens up. Go down and you will see a golden handle on a table. This is the elevator rotator control. Push the handle forward and hold it. Notice while you're holding it that the inner circle to the left begins to turn. The object is to get the openings of the two circles to line up. When you do this the circles will turn red. Also take into consideration that the inner circle moves one more position after you release the knob. When you've completed this go back up the stairs, turn back toward the stairs and press the red button again. The stairway will close and the hallway will reappear. At the end of the hall there is an elevator. Enter the elevator and press the 'up' button. When the elevator stops and the door opens, press the 'middle' button and step out. When you do this the doors will close and the elevator will go back down revealing the 'real' fortress rotator on top of the elevator. Move forward and look at the rotator. It is exactly like the one in the room below except there is no 'picture' to guide you. You'll have to have practiced timing how long to hold the right handle, releasing it and listening for the sound for the dock you're trying to get to. You can redo the rotation as many times as you need to. When you are satisfied with the fortress' position, press the red button and the elevator will come back up for you. Go back down and exit the fortress. You will then have access to the island you docked on. You will need to go to both of the other islands in this age to get the clues that will allow you to return to Myst island. Each island has two clues that will be needed. When you find these write them down. Once you've got the clues you need rotate the fortress back to its original location and go back across to where you first arrived in this age. When you get across look to the right and you will see a control panel where you can use the clues you found on the islands. Press the small buttons under each box to change that box's picture. When you've entered all four correctly, press the large button and a stairway will open to the right. Go down the stairway and you'll find a book that will take you back to Myst so that you can return the red and blue pages to the library. GETTING TO STONESHIP AGE -------------------------- Go to the observatory which is next door to the library. Enter and turn back toward the door. There you will notice a blue button on the right side of the door. Press it and the lights go off. Now turn back toward the chair and click on it to sit down. Take the three dates you received from the tower in the library and enter them into the machine one at a time. When you've entered a date and time in the machine press the little white button to the right of the black screen with stars. When the stars stop moving copy down the star pattern exactly. Repeat this for all three dates. Now go back to the library and get the book with star patterns in it. Compare what you wrote down in the observatory to those in the book. Write down the symbol from the constellations in the book that match those from the observatory. The symbols that should match the constellations are: snake, spider and leaf. Exit the library and go down the trail to the fountain with the small boat in it. On each side of the fountain you'll notice four posts. If you examine these closely you'll see that they are the same symbols as those in the book of constellations. Find the three that match the dates given to you and click on them. The three that match should be 'darkened' while the other five should be the lighter color. When this is done the ship in the fountain will rise above water as will the ship down by the dock. Go to the dock and enter the ship's hold by clicking on the door. There you will find a book that will take you to the Stoneship Age. WHAT TO DO IN THE STONESHIP AGE --------------------------------- When you first arrive you're on a ship that's stuck in a big rock. Half the ship sits on each side of the rock. To the left is a gang plank leading to a control panel with an umbrella over it. To the right is a gang plank leading to the light house. Go across the steps to the other half of the ship. There you'll see a walkway leading up. Follow the steps to the top where you'll find a telescope. Look through it and drag the picture from right to left. When you see the lighthouse, stop and take note of the compass reading, 135. Go back down the stairs and across to the other side of the ship. Go out on the gang plank to the control panel with the umbrella. Push the button on the far right. This drains the water from the lighthouse. Now go back toward the ship and across to the light house. Notice that there is a key chained to the walkway there. There is also a lock on the door overhead. Now go down the stairs to the floor of the lighthouse where you'll find and old treasure chest. Turn the knob on the left side of the chest to release the water from it. Turn the knob back when it's done draining. Go back up the stairs and out of the lighthouse across the gang plank to the control panel again. Push the middle button. This will cause the lighthouse to flood again and the caves in the rock to be drained. Go back into the lighthouse and the chest will be floating since we let the water out. Click on the key and it will unlock the chest. Get the key from the chest and open the door overhead. Go up the ladder and into the top of the lighthouse. There is a crank and batteries. Turn the crank until the batteries are fully charged as seen by the power gauge on the side of the batteries. Go back down and across the gang plank. Turn toward the rock between the ships. Go down the steps to the end and enter the room. There you will find the red page in a drawer. Go back up the stairs to the ship. Go across the steps to the other half of the ship. As soon as you get across turn toward the rock again. Here is another set of steps leading downward. Go down and enter the other bedroom. Here you will find the blue page on the bed. You'll also find the second half of a note you'll need later on in the chest of drawers. Write down everything in it carefully. Go out of the room back up the stairs. Stop after the first flight of steps. There is a secret door here on the wall. Click on it to open it up. Follow the tunnel and there you'll find a large compass. Press the 'button' on the compass at 135 to light the underwater lights. If you press the wrong button you'll have to go back to the lighthouse and turn the crank to recharge the batteries again. Exit this tunnel and go up the stairs to the ship. Go across the gang plank to the control panel with the umbrella. Click on the first button. This will drain the ship's hold and flood the caves in the rock. Go back to the ship and turn right looking down into the hold. Go down and enter the door and follow the steps down. At the bottom there will be a table. Click on this table and a book will appear allowing you to return to Myst. GETTING TO SPACESHIP AGE -------------------------- Go down the main trail toward the clock tower. Just past the fountain with the small ship in it there is a brick building on the right. Enter this building and go down the stairs. At the bottom there is a room. Enter this room and go to the control panel. There you'll see two digital readouts and 10 buttons in two columns. I'll call these buttons 1 - 5 in the first column and 6 - 10 in the second column. Here you use another clue from the library tower, 59 volts. If you turn around toward the door you'll see a diagram on the wall to the right of the door. Examine it more closely and you can see that the left digital readout is the power and the right number is the power to the ship. Turn back to the control panel and looking at the buttons you press each of these to generate a different level of power. In combination you need to press the correct buttons to have 59 on both displays. The correct button combination to do this is buttons 1, 3, 4, 5, 6, 9. If you enter too much power then you'll trip a breaker and the power to the ship (right display) will go to zero. To fix this you must first reduce the power by pressing any buttons that are on to turning them off. Go back out of the building and look at the wires running from the building toward the spaceship. There are two electrical poles that the wires run across. You need to climb the ladders on these poles and reset the breakers. Then you can go back to the brick building and enter the voltage again. Otherwise, once the 59 volts appears in both displays you can exit the building and start back up the trail toward the library. When you get to the library, you can see the spaceship off in the distance to the left. Approach it and click on the door. Enter and you will see a control panel with five slider switches and a large handle on one end. At the other end of the spaceship is a piano keyboard. If you press the slider buttons you will notice that they each play a musical note. As you move the slider the note changes. Here you will use a clue from one of the books in the library. One of the books had a diagram of a piano keyboard with five keys numbered. If you go to the piano and play those five notes, in the order they are numbered, you will hear the tune you must get the slider switches to match. Now turn back to the slider switches and move each one of them so that slider #1 plays the note for the key with #1 on it. Set slider #2 to play note #2 and so on. This takes some time and patience to get it right. Try working on one note at a time instead of all five. You can also count to the position of the keys on the keyboard and move the sliders up this number of notes. For instance key #1 on the keyboard is they 8th key. Moving slider #1 up 8 notes will put it in the correct place. When you think you've got all five notes correct, pull the handle and release it. If they are correct a book will appear in the circular window above the console. Click on this book and you'll be taken to Spaceship Age. WHAT TO DO IN SPACESHIP AGE ----------------------------- When you arrive walk up the pathway and you'll see a brick building on the right. Examine this building and you'll see a panel to the right of the door. Here there are five slider switches and a button. Grab one of the sliders and move it up and down. You'll notice that it plays different sounds. For now just remember that it's here. You can't do anything with it yet. You'll use this later on to leave this age. Moving further inland you'll find five 'sound devices'. Each of these has a red button and a picture associated with it. Press the red button on each one to turn it on and make note of the sound you hear. Also, take notice of the picture associated with that sound. The sounds you'll find are 1) water dripping (this is where the blue page is), 2) volcanic noises from a chasm, 3) tick-tocking sound from an old clock, 4) flute sound from a buoy (this is where the red page is), and 5) wind blowing up from a manhole. After you've turned all five devices on go back to the device at the very end of the island with wind blowing up through a manhole. Go down the manhole and turn the light on. Follow the tunnel to the other side and you'll come up on the island in the water. There you'll see a panel with a door on it. Click on this door to reveal the control panel. There are pictures of the sounds you heard, arrow keys pointing both directions and a view of the devices on the island. The object is to click on one of the pictures at the bottom and then move the display using the arrow keys until you hear that sound. Once you've done this for one picture, move on to the next one. Do this for all five pictures. The approximate locations, digitally, for each of these pictures are: volcanic noises from chasm - 126.3, water running - 152.2, tick-tocking sound 55.4, flute sound from buoy - 16.0, wind blowing up from manhole - 208.2. Once you done all of the pictures, press the 'sum' button (that looks like a funny 'E') on the bottom of the console. When you do so make note of the ORDER in which the sounds are played. Exit this island by going back down the manhole and going back through the tunnel. Go back toward the spaceship you first arrived at this age in. When you get to the brick building on the left, approach the control panel. Each of the sliders must be set to the sounds you found on the sound devices on the island. They must be in the order they were played by the console on the island. For instance, the first slider must correspond to the first sound played when you pressed the 'sum' button, the second must be the second sound played, etc. When you have all five sounds set, press the red button. If you've entered them correctly the door to the building will open. Enter and go down the hallway to the underground ship waiting there. Get in the ship and click on the seat at the front to sit down. You are now sitting at the console of the subway that runs through a maze. The buttons in front of you: Forward, Backtrack, Left and Right arrows, a speaker on the left and a directional indicator on the right. All of these items will be used to help navigate through the maze. Press Forward to get under way. This will take you below ground to the subway track. There you will be looking down the track and the directional indicator will show 'N' for north. The best thing to do is map this area carefully, otherwise you can get hopelessly lost for hours. At each stop there are eight possible directions to go, N, NE, E, SE, S, SW, W, NW. The easiest way to map is at each stop, turn in every direction and note on the map which ways are dead ends and which directions are open. When a path is open the Forward button turns yellow, when it's a dead end it turns green. Proceed down an open path and map each stop you come to in this way. It will take time but is worth it in the long run. Press Forward to make the subway start going. When it stops you are at a subway stop and must decide which way to go. Follow the instructions above for mapping the subway system. Another way to tell which way you should turn is to listen to the sound that is made when it stops. There are eight sounds that are played, each one indicating the direction you should go next. (If you get hopelessly lost in here e-mail me and I'll send you the correct path to the end :-). When you've found the last correct turn you will travel through a tunnel with lights and stop at the end. Get out of the seat and go to the back of the ship. Press the button to open the door and exit the subway. Go forward and there you will find a book to take you back to Myst island. FINISHING THE GAME BACK ON MYST ISLAND ----------------------------------------- Once you've returned the four of the red or blue pages to the corresponding book, close the book and then click on it again. You will hear a message from either Achenar or Sirrus depending on the book you've clicked on. If you've returned all four of both color pages you'll hear a similar message from each of the brothers by clicking on each of their books. You don't have to return all four of each of the pages but it's interesting to hear what the brothers have to say about each other. You do have to return at least four of one color to obtain the final clue needed. When you click on the book again after returning the fourth page you will hear the message which is an important clue. The message says to 'look at the last book on the middle shelf, get the pattern from page 158 and enter it into the wall of the fireplace'. You'll need to write this pattern down since you can't take the book into the fireplace with you. Once you've written it down, click on the fireplace in the library and you'll be looking outward into the library. There is a red button on the left side of the fireplace wall. Press this button and the door will close. Now click on the wall there to enter the pattern you found on page 158 of the book. Once you've got the pattern the same as in the book, press the red button again. If the pattern entered was correct the fireplace will spin around and take you to a hidden room. Exit and you will see a green book and a red and blue page laying on a shelf. Click on the book and listen to the message from Atrus. Do not take the red or blue pages back to the brothers in the library. If you do so you will end up in the book of the brother you gave it to and lose the game. Atrus will tell you he needs one last page and ask you to retrieve it. Go back out to the library by reentering the fireplace and pressing the red button. Once you're back in the library go outside. From two different ages, Channelwood and the Stoneship Age you found two halves of a note. Read this note and follow the instructions. The missing page is in the vault mentioned in the note. Turn all the switch markers on the island on. Go to the dock and turn that switch marker off. When you do this the vault will be 'in plain sight'. If it's not then one of the switch markers on the island is not set correctly. Check them all again and then come back to the dock. Take the green page from the vault and go back to the library. Get in the fireplace and press the button. Enter the code into the wall again and return to Atrus. Click on the book and you will be taken to a large room where you'll find Atrus at a desk. Give him the page and listen to him talk about his sons. It turns out that both of the sons became greedy and power hungry upon gaining access to Atrus' books in the library. Therefore they are both banished by their father. CONGRATULATIONS! You've completed Myst.