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    Walkthrough by EConty

    Version: 2.0 | Updated: 04/17/08 | Printable Version | Search Guide | Bookmark Guide

     
    The Ammended Myst Walkthrough, by Phil Gross and Noj Beskin
    Original by E. Conty
    Version 2.0
     
    Contact: ba02335@bingsuns.cc.binghamton.edu (philbo)
     
    Here's an ammended version of the walkthrough. Originally posted by E
    Conty (conty@cbnewsl.cb.att.com), who said he will ignore any
    comments. I, on the other hand, will welcome comments, and will try to
    keep the walkthrough up to date (at least for a while). I guess if you
    are stuck, as opposed to reading this and spoiling your fun, you can
    write me and I'll try to give you hints. Maybe. 
    --philbo
     
    This is a bare-bones description of how to complete Myst. But you
    should use it only as a last resort. The true goal of the game is to
    explore everything, and find all sorts of interesting details about
    Achenar, Sirrus, and the world(s) you're in. The game can be
    successfully completed without ever leaving the main island, but
    that's no fun, is it?
     
    ALL puzzles can be solved by exploring, trying things out, and using
    plain common sense. If you find yourself trying a gazillion
    combinations to solve a puzzle, you're doing something wrong.
     
     
     
    
    
    
    
    
    
    (Extra lines to shield wandering eyes)
    
    
    
    
    
    
    
    
    
    
    
     
    
    
    
    
     
     MAIN ISLAND:
     
    Pick up the note in front of the planetarium. As you explore the
    island, you'll find that there are 8 marker switches in total: Pier -
    Giant gears - Planetarium - Spaceship - Mall with small pool and
    pillars - Brick building - Wooden shack - Clock tower Turn each marker
    switch on (up) as you get to it. (Worry about the clock tower marker
    later.)
     
    In the pier, there is an entrance to an underground room. Go to the
    projector, and turn it off by pressing the big button at the bottom.
    Turn around. You'll notice a piece of paper on the wall to the left.
    Press the green button on the upper left corner, which will reveal a
    hidden control panel. Enter the number of switches "08", and press the
    button to close the panel. Turn back to the projector, push the
    button, and watch the man's message to Catherine.
     
    In the library, each wall contains interesting items. Give the blue
    and red pages to the corresponding books. Each brother wants more
    pages. Read the 4 legible books in the book-case. You can ignore the
    book with the wierd squares in it, you'll deal with it later. Jot
    down any interesting diagrams from the others on your notebook. 
    
    Look at the map next to the entrance. Each of the marker switches in
    the island lights one specific group of buildings in the map. Grab the
    tower and rotate it until it flashes red, then stop. There are 4 "red"
    positions, each one of them corresponding to where one of the 4
    available link books is hidden (ship, giant tree, gears, spaceship).
    The paintings next to the book-case open and close the secret
    passageway behind it. Go to the elevator, close the door, and press
    the button to go into the tower. If you rotated the tower correctly,
    the ladder with the "book" on it should show you where the book is
    hidden, while the ladder with the "key" should lead you to the clue to
    the puzzle that lets you get the book.
     
    Ship: Go to the planetarium, turn the lights off (the switch is next
    to the door), sit down on the chair, and click on the control panel.
    Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17,
    1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellation
    shown to one of the constellations in the Stoneship book. Go to the
    pillars at the mall, and click on the appropiate symbols (leaf, snake,
    and bug). The book is in the now resurfaced ship.
     
    Tree: Go to the wooden house, and enter the combination for the safe
    next to the door (7,2,4). Open the safe, get the match, and light it
    with the matchbox. Turn around and light the pilot light below the
    boiler. Turn the gas wheel all the way up (green icon). Wait until the
    thumping sound stops, then turn the wheel all the way down (red icon),
    and QUICKLY get out of the house and into the tree to the right of it
    (see library map for location) before the "elevator" in the tree goes
    underground. If you can't do it that quickly, don't turn the gas quite
    all the way off. The book is down beneath the tree. If you went up in
    the elevator, press the white button to your left. That releases the
    steam and drops the tree down to the underground level.
     
    Gears: Go to the clockhouse, enter 2:40 into the clock using the
    wheels, then press the button. Go into the clock, and use the levers
    to set the wheels to 2,2,1. HOLD either front lever down to rotate the
    middle wheel only. Click on the vertical lever to your right to reset
    the puzzle. The book is in the giant gears close to the pier.
     
    Spaceship: Go to the brick building, set the generators to send
    exactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. The
    numbering order is on the wall as you leave the control room. In order
    to figure out which button has which voltage, just hit them one at a
    time). If you go over 59 volts, you will blow a fuse. There are two
    electric towers to climb, one next to the brick building, one clearly
    visible close to the spaceship, click down the breaker switches. Then
    enter the spaceship. Play the notes from the Selenitic Age book in the
    organ, and set the same notes in the controls of the ship. If you're
    tone deaf, just count number of notes from the bottom. (8, 20, 23, 13,
    and 6, respectively, including the bottom as one). Press the button
    and the book will appear before you. 
     
     STONESHIP AGE: Go to the other half of the ship, up the stairs and
    look through the telescope. Find where the lighthouse is. (135
    degrees) 
     
    Go to the umbrella and push the rightmost button to drain the
    lighthouse. Go to the basement and drain the chest by opening and
    closing the valve at the bottom. Go back to the umbrella and let the
    lighthouse fill up again. Unlock the now floating chest, get the key,
    and open the lighthouse. Crank up the generator and power the battery.
    Note that the battery is slightly discharging, so move quickly! (If
    the lights go out, go to the generator and crank it up some more.)
     
    Go to the umbrella, press the middle button to drain the rock and go
    inside. Go all the way down the tunnel, find the page for either of
    the brothers, and explore a bit. You should find half of an important
    note in the map drawer in Achenar's room (that's the messy room). The
    entire note is given below.
     
    Go back to the red-lined "panel" in one of the walls. Inside, you'll
    find a compass rose, just like in the Stoneship book. Push the "SE"
    button (the clue is 135 degrees, found with the telescope). This will
    turn on the submersible's lights.
     
    Drain the ship with the leftmost button and go in. Click on the desk
    in the lower level, and the book leading back to Myst will pop up.
     
    
    SELENITIC AGE: Find the 5 microphones (Water, Fire(thunder), Clock,
    Crystal (flute), Wind), and turn each on. You'll also find the red and
    blue pages at the "Crystal" and "Water" microphones, respectively.
     
    Go to the microwave tower through the Wind tunnel, and aim each of the
    five dishes in the right direction (use sounds, icons, and places as a
    guide. The coordinate numbers are: Water:153.4, Fire: 130.3, Clock:
    55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. This
    will give you the sound sequence to open the door near the spaceship.
    (Crystal, Water, Wind, Fire, Clock) Go on in, get in the underground
    craft and press forward. At each station, listen for a sound which
    will indicate direction. If you miss it, press the button on the
    speaker. The sounds are "plink" for north, "Bloooop" for W, "Plonk"
    for S, and "Shhhh" for E (these sound names are approximations, so
    give us a break) Combinations of these sounds indicate NE, SW, etc.
    The sequence of directions to get to the Myst book is:
    N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book.
    
    
    MECHANICAL AGE:
     
    The pages for the brothers are in secret rooms accesible from their
    chambers. Explore next to the "throne" in each room.
     
    Go to the "tube", and press the button in the hallway. The floor will
    reveal a lower room. Go down there, and rotate the tube until the red
    icon shows. Careful not to let the tube rotate past the red icon!
     
    Go back out, and you'll see that the tube held an elevator. Press the
    wall button again to close the floor, and enter the elevator. Press
    the up button, then press the "middle" button and exit the lift before
    it goes down. The building rotation controls are above the elevator.
     
    Enter the rotation controls and rotate the tower to the other two
    islands. They have the symbols for the control next to where you
    entered the Age. (symbols below) Use the simulator in Achenar's room
    to practice how to rotate the tower. The method we used was: Put the
    left lever up one notch. Hold the right lever all the way up for about
    7 seconds. Let go of the right lever, then quickly put the left lever
    back down. Practice on the simulator until you get the timing right,
    because you won't be able to see the orientation of the tower, just
    some motion in the gears. Once the tower stops, it'll make a sound for
    each of the four compass directions, the same sounds as for the
    selenetic age, above.
     
    The control panel next to where you entered opens the room where the
    Myst link book is. The symbols are: 1) an O with the bottom cut out.
    2) point down triangle, rectangle, point up triangle. 3) circle over
    three triangles 4) left half circle, filled in. (These are easier to
    spot than it sounds.)
     
    WARNING: A bug in the game as released won't let you go to the island
    with the last two codes. Get the fix from Sumex-aim.stanford.edu.
    
    
    CHANNELWOOD AGE:
     
    Go to the windmill and turn the water on with the faucet on the floor.
    The pulldown lever is a red herring. Go back down and use the
    "switches" in the pipeline to control the water flow to the first
    elevator. (Not the one next to the staircase!) Climb in, close the
    door, and use the lever to go up.
     
    Up there, find the control to open/close the staircase. Go to the
    staircase, climb down, open the door, and use the pipeline switches to
    send water to the generator next to it. Climb back up the stairs, and
    use the elevator there.
     
    Find the rooms for both brothers (and Achenar's "temple"), their pages
    are there. In Sirrus' room (the nice room), find the other half of
    that note you found in the Stoneship Age.
     
    Use the switches to turn on the lonely-looking generator close to
    where you entered the world. Turn it on, and watch the catwalk appear
    from the waters. Walk to the other side, down the other walkway, and
    find the crank to extend the pipeline back to the main line. Use the
    switches to turn on the elevator there, and climb up to find the Myst
    book.
     
    (If you're having some trouble figuring out where the water is going
    in the pipelines, listen as you walk past them. If you can't hear the
    noise of water, this section of the pipeline has no water. Also, you
    could just trace the water from the windmill, checking every Y
    junction as you pass.)
      
     
    ENDGAME / DUNNY AGE:
     
    When you return four pages to either brother, he'll give you the same
    info: go to the library, pick the right-end book in the center shelf,
    and look up diagram 158. Go to the chimney, press the button, enter
    the diagram below on the plate, press the button again. You'll see the
    green book (the Dunny Age), the blue page, and the red page.
     
    Diagram 158 (click where there are Xes):
    XXOOOOXX
    OXXOXOXX
    XOXOOOXX
    XOOXOOXX
    XXOOXXOO
    XXXXXOXO
     
    There are 4 endings: 
    - give the last blue page (Achenar traps you) 
    - give the last red page (Sirrus traps you) 
    - go to Dunny without the yellow page (your own stupidity traps you) 
    - go to Dunny with the yellow page (Dad goes back, destroys both
    books, congratulates you, and asks you to stick around for further
    adventures)
     
    The yellow page is in the vault. To get to the vault, follow the
    directions in the two halves of the note ("|" is the note break, the
    first half is in Stoneship, the second half is in Channelwood) 
     
          Marker Switch | Vault Access 
                 Island | of Myst
       The vault is loc | ated in very plain view on
        the island of M | yst and access can be 
          achieved very | easily if the simple 
     instructions are f | ollowed. First locate
     each of the marker | switches on the island.
      Turn every one of | these switches to the 
      "on" position. Th | en go to the dock, and,
    as a final step, tu | rn the marker switch
            there to th | e "off" position.
    
    
    Good luck, and Happy Mysting