MYST
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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 white page (your own stupidity traps you)  

- go to Dunny with the white page (Dad goes back, destroys both

books, congratulates you, and asks you to stick around for further

adventures)

The white 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.                       |
|                                                                                            |
|---------------------------------------------------------------------|

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