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- START OF MYST
-
- This is a bare bones walk through of the start of Myst, and
- includes information on the Library and Tower. Not all details
- are covered, but the main points required for discovering the
- clues to the Myst books on the island are included.
-
- You arrive on the island at the dock. Follow the dock to the
- end by the switch, go up the stairs and turn left. Follow the
- path to the stairs at the end. Turn right and go up the stairs.
- You will find a note on the grass in front of the round granite
- building. The note tells you about a chamber near the dock and
- what to do there. You need to know how many marker switches are
- on the island. The switch at the end of the dock was a marker
- switch and they all look the same. Explore the island and count
- the switches, turning them "on" as you go. You should be able
- to turn on all but one of the switches. One is located in a
- place you cannot get to yet, but you can see it. Return to the
- dock and look for a small door near where you first entered
- Myst. Clicking on the door will open it. Follow the corridor
- to a chamber. In the chamber is a large round device with a
- button on it. Turn until you are facing back toward the stairs
- and notice the small panel to the left of the stairway. Click
- on it to move closer. There is a list of settings on the panel,
- and a small button in the top left corner. Pressing the button
- causes the panel to open, revealing two numbers in windows and
- two sets of small up and down arrow buttons. Clicking on the
- arrow buttons allows you to set the two digit number in the
- windows. Set the two digit number to the number of marker
- switches on the island, then press the button in the lower right
- hand corner to close the panel. Go to the large round device
- and press the button on it. The message will then play, giving
- you part of the story. Exit the chamber the way you entered and
- make your way to the Library, the square, granite building next
- to the round granite building in front of which you found the
- note. Inside the library you will find a red book and red page,
- a blue book and blue page, three paintings, a bookcase and a
- fireplace. Take the red page and put it on the red book.
- Reading the book will give you part of the story. Do the same
- with the blue book and blue page. Examine the painting of the
- island. There is an outline of the major structures and
- features of the island on the painting (if you turned on the
- marker switches) and a flashing circle. Click and hold on the
- flashing circle and a line will begin to rotate around the
- circle. The line will turn red and pause at these points: the
- large gears on top of the hill near the dock, the sunken boat's
- crow's nest, the large tree, and the rocket ship. Stop the red
- line on the large gears. You will hear the sound of the tower
- rotating. Go to the painting that shows stairs leading to a
- corridor and click on it. The painting will swirl and the
- bookcase will open to reveal a secret passage. Follow the
- secret passage to an elevator and take the elevator to the
- tower. In the tower you will find two ladders. One leads to a
- narrow window that shows you what you have aimed at. The other,
- located behind the elevator, leads to a clue, bolted to the
- wall, that is needed to access the Myst book at the location the
- tower is aimed at. Return to the library, rotate the tower to
- the next spot where the line goes red and pauses, return to the
- tower through the secret passage, and get the clue for this Myst
- book location. Repeat this process until you have all four
- clues. Once you have all the clues and are back in the library,
- click on the painting that shows an open doorway. This closes
- the secret passage and reopens the library exit. Before
- leaving, examine all the books in the bookshelf. While most are
- burned, some are not. The ones which can be read contain
- valuable clues and some actual maps which you will need during
- the various Ages. One book contains hundreds of drawings of
- squares in patterns. Leave this book alone for the moment. The
- last item in the library, the fireplace, comes into play later
- during the endgame.
-
- Myst is a trademark of Cyan, Inc. Copyright 1994 Broderbund
- Software, Inc, and Cyan, Inc.
-
- Enjoy - Bravo 1994
-
-
- CHANNELWOOD
-
- This is a bare bones walk through of the Channelwood Age of
- MYST. Although not all details are covered, the main points
- needed to solve the puzzles, find the pages, and return to the
- Library, are covered. This walk through begins in the
- Channelwood Age. If you need help getting to the Myst book that
- brings you to this age, see the walk through for Myst Island
- which contains information to help you find each Myst book on
- the island. You begin facing a tree on a series of wooden
- walkways. Find your way along these walkways until you have
- found an elevator, a circular stairway you can't enter, a pump
- like device with a handle, and the wind mill building. In the
- wind mill building, turn on the faucet at the bottom of the
- large tank. The pipes along the walkway have switches that
- direct the water flow to different routes. Set these switches
- so that water flows to the pump by the elevator. Enter the
- elevator and close the door by clicking on it. Pull the handle
- and ride up to the lower tree level. Find you way to the
- circular stairway and go down it. You can open the door from
- the inside and it will stay open. Reset the pipe switches so
- that water flows to the pump device at the bottom of the
- circular stairway. Go back up the stairs to the elevator next
- to the stairs and ride it to the upper tree level. There is a
- red page, a blue page, and the right half of a note to be found
- here, along with various clues to the behavior of the former
- occupants. When you are ready to leave, make your way to the
- wooden walkways and reset the switch so that water flows to the
- pump device at the end of the deadend walkway. Pull the handle
- on the pump and the bridge to the other section of walkway will
- appear. Follow it to another elevator. Follow the wooden
- walkway (not the one you came here on) until you find a crank.
- Turning this will extend the pipe across the gap. Go back to
- the pipe switches and direct the flow of water to the path that
- leads to the temporary pipe across the gap, which leads to the
- last elevator. Take this elevator up to a small room where the
- Myst book that transports you back to the Library can be found.
- Put the page in the same colored book and read it to get more of
- the story. Return via the Myst book in the Large Tree to get
- the other page. Don't forget to copy down the right half of the
- note so you can match it up with the left half when you find it.
- Myst is a trademark of Cyan, Inc. Copyright 1994 Broderbund
- Software, Inc, and Cyan, Inc. Enjoy - Bravo 1994
-
-
-
- EVERDUNES
-
- This is a bare bones walk through of the Everdunes Age of MYST.
- Although not every detail is covered, the basic points needed to
- set the Scanner, get the blue page, enter the small building and
- find the Myst book to return you to the Library, are covered.
- The walk through begins in the Everdune Age at the starting
- point. If you need help getting to the Myst book that brings
- you to this age, see the walk through for Myst Island, it lists
- the means to reaching all the Myst books on the island. You
- begin in the Rocketship, which locks shut behind you as soon as
- you leave it. Follow the ramp and then the path, past a small
- building. To enter the building you need to set the sliders on
- the lock to certain sounds, just as you had to set the sliders
- on the Rocketship to certain notes. The first puzzle in this
- age revolves around finding the correct "sequence" of sounds
- which is the combination to open the lock. Explore the island,
- you should find five different symbols, each with a red button
- in front of them. Press each red button as you find them. This
- "turns on" the radios that broadcast the sound through the
- satellite dishes above them. You will also find a blue page
- which you need to take with you. The final location is the
- Scanner, reached by following the tunnel at the bottom of the
- ladder which is in front of the symbol for "Wind". Open the
- Scanner by clicking on the doors. Inside is a screen, a
- numerical readout, five buttons with the same "sound symbols"
- you found around the island, a large, red "enter" button and two
- directional buttons. Press one of the sound symbol buttons,
- then "tune" the Scanner using the directional buttons, finding
- the sound that matches the selected sound symbol by lining up
- the radio satellite dish, located where you found the symbol, in
- the viewfinder. One of the two directional buttons will flash
- when you are close, this helps "fine tune" the sound until it is
- clear (you will hear the sound through the scanner speakers).
- When it is clear (neither button flashes) press the big red
- "enter" button to lock in the coordinates. Do this for all five
- sound symbols (some you cannot see due to the mist on the
- island, just scan around and listen for the sound). When you
- enter the last symbol's coordinates with the red button, the
- Scanner will play back all the sounds in a certain order. This
- order of sounds is the combination to the "sound lock" to the
- small building. Set the sliders on the small building "sound
- lock" to the proper sounds in the correct order and press the
- button. Enter the building and make your way to the strange
- vehicle. Enter the vehicle and sit in the pilot seat. Press
- forward and the vehicle will be set onto the tracks of an
- underground rail system. At each stop, you can only go in
- certain directions, using the right and left arrow keys to turn
- to each direction and the forward button to move in the correct
- direction. The correct sequence of directions is: Start - N, W,
- N, E, E, S, S, W, SW, W, NW, NE, N, SE. You will be at the end
- of the rail system. Leave the vehicle and follow the corridor
- to the Myst book that transports you back to the Library.
-
- Myst is a trademark of Cyan, Inc. Copyright 1994 Broderbund
- Software, Inc, and Cyan, Inc.
-
- Enjoy - Bravo 1994
-
-
- MECHANICAL AGE
-
- This is a bare bones walk through of the Mechanical Age of MYST.
- This is a bare bones walk through of the Mechanical Age of MYST.
- Although not every detail is covered, the basic points needed to
- get through the Fortress, find the red and blue pages, and the
- Myst book to return you to the library on Myst Island, are
- covered. The walkthrough begins in the Mechanical Age at the
- starting point. If you need help getting to the Myst book that
- brings you to this age, see the walkthrough for Myst Island, it
- lists the means to reaching all the Myst books on the island.
- You begin at the large, open gear. To the side is a combination
- lock panel that requires four pictures in correct order to be
- opened. For now,follow the catwalk out to the fortress. Enter
- the fortess and examine the two rooms inside. The room with
- weapons contains a pedestal with two knobs. This is a simulator
- for the actual mechanism for rotating the fortress. Practice
- with it until you get the hang of moving the fortress, there
- will be no indicator when it comes time to do it for real. There
- are other items in the room to give you an indication of the
- personality of the former occupant. Find the secret panel
- located to the left as you look at the chair. There is a blue
- page inside the room behind the secret panel. The room with the
- models and the spy glass also contains a secret panel. Look
- behind the tapestry to the right as you look at the chair in
- this room. There is a red page in the room behind this secret
- panel. There is a red button on the wall in the rear corridor
- connecting the two rooms. Pressing the button reveals a set of
- stairs going down. At the bottom of the stairs is a circular
- indicator and a lever. Hold the lever forward until the
- circular indicator glows red and has an opening in the bottom of
- the circle. This indicates that the column above is now open
- revealing an elevator. Go up the stairs and press the red
- button a second time to close the stairs. Go down the hallway
- to the column at the center of the fortress, you can now enter
- it. Press the up arrow and the elevator will take you to the
- top floor of the fortress. Once at the top, do not leave the
- elevator yet. First, press the square button between the up and
- down arrows, then quickly leave the elevator. The elevator will
- go part way down and the actual controls for rotating the
- fortress will be revealed on top of the elevator car.
- Manipulate these controls as you did on the practice simulator
- in the room with the weapons. The key to moving the fortress
- involves how long you hold the right hand lever forward. You
- will need to rotate the fortress to three of the four possible
- stopping points. Two lead to small islands on which the code
- can be found for the four picture combination lock you found at
- the start of the age. One stopping point leads to nothing but
- empty ocean. The last is the original position of the fortress
- and leads back to the point you entered this age. Get the
- complete, four picture combination and return the fortress to
- the original position. Enter the four picture combination on
- the panel and press the red button. A stairway will be revealed
- which leads down to a secret chamber. In this chamber is the
- Myst book which will return you to the library on Myst Island.
- Take either the red or blue page to the library and place it on
- the book of the same color. Reading the book will give you part
- of the story. Return to the Mechanical Age fortress by the Myst
- book in the large open gear on the hill by the dock on Myst
- Island and get the other page. You will need to press the
- button on the four picture combination lock to reopen the
- stairway to the Myst book that leads back to the library. Myst
- is a trademark of Cyan, Inc. Copyright 1994 Broderbund
- Software, Inc, and Cyan, Inc. Enjoy - Bravo 1994
-
-
-
-
- END OF GAME
-
- This is a bare bones walk through of the endgame of MYST.
- Although not all details are covered, the main points to
- conclude the game are covered. You need to have fully explored
- the Mechanical Age, Stoneship Age, Channelwood Age and Everdune
- Age before entering the endgame. There is a walk through for
- each age, as well for the start of the game and for Myst Island
- itself if you need help with these areas. Putting the next to
- last red and blue pages into the books holding the brothers
- captive will trigger one brother to tell you how to find the
- final red and blue pages and a final Myst book using the
- fireplace. Find the correct number pattern in the appropriate
- library book and copy it down. Enter the fireplace and press
- the red switch. The door closes and you can recreate the
- pattern from the book in the metal on the door by clicking the
- correct squares on or off. Press the switch again and the
- fireplace rotates to reveal a secret chamber. The final red
- page, blue page and a green Myst book are located here. Read
- the green book (despite the brother's warning) and you will find
- out the true story of the brothers and what you must do to
- complete the game. The key to finding the final white page is
- on the note which you found in two pieces, one in the Stoneship
- Age and one in the Channelwood Age. Be warned, in some versions
- there is a typo in the note. The proper process is to turn all
- the marker switches "on" and then to turn the one indicated in
- the note to the "off" position. When you do this, the panel on
- the marker switch will pop open and reveal the white page.
-
- Take the page back to the secret chamber in the fireplace and
- use the book to transport to Dunney, where you will give the
- page to the father of the two brothers (the man falling into the
- crevice at the very opening sequence of the game). He will
- return to Myst and deal with his sons. He asks you to wait for
- him in Dunney. He will return and the final bit of story will
- come out. At this point your are left to wander the ages of
- Myst until you are needed again. There is no big wrap-up or
- battle. Unless, of course, I've myst something and the game is
- not really over. . . .
-
- Myst is a trademark of Cyan, Inc. Copyright 1994 Broderbund
- Software, Inc, and Cyan, Inc.
-
- Enjoy - Bravo 1994
-