home *** CD-ROM | disk | FTP | other *** search
INI File | 1996-07-03 | 15.3 KB | 350 lines |
- [BRODERBUND SOFTWARE]
-
- [BRODERBUND SOFTWARE]
-
- [Hints & Tips]
-
-
-
- Myst
-
-
-
- These hints are divided into three sections:
-
-
-
- * Section One - provides general hints to help you better
-
- understand Myst and to improve play.
-
- * Section Two - contains additional help, and guides you
-
- through Myst Island and the different Ages.
-
- * Section Three - as a last resort, contains the actual
-
- answers to the various puzzles. Do not use the third section
-
- unless it becomes absolutely necessary.
-
-
-
- More Myst Help
-
- -----------------------------------------------------------------
-
-
-
- SECTION ONE: GENERAL HINTS
-
-
-
- Most devices on the island have been put there for a purpose. If
-
- you see a switch, flip it. If you see a button, press it. Take
-
- note of what happens. Did something change on the screen? Did you
-
- hear anything? Usually an action triggers an event somewhere else
-
- on the island.
-
-
-
- Several devices require a combination of symbols, letters, or
-
- numbers to be entered in. If you have not discovered the
-
- combination, don't waste your time guessing! Find the
-
- combinations first!
-
-
-
- Maps to each Age can be found in the Library. You may want to
-
- copy them into your Myst journal before transporting.
-
-
-
- You can hold only one red or blue page at a time. Clicking on a
-
- new page will cause the page you are holding to return to its
-
- original location. Similarly, only one red or blue page can be
-
- returned to Myst at a time. You may have to revisit Ages to get
-
- additional pages.
-
-
-
- It is impossible to get permanently trapped, there is always a
-
- way out.Remember to save your game. You may want to use multiple
-
- saves, especially towards the end, as there is no telling what
-
- might happen!
-
-
-
- -----------------------------------------------------------------
-
-
-
- SECTION TWO: DISCOVERING MYST AND ATRUS' AGES
-
-
-
- ATRUS' STORY
-
- Find the note from Atrus on the grass near the Planetarium, and
-
- go to the underground chamber by the dock. Use the Dimensional
-
- Imager found here to discover what Marker Switches look like.
-
- Travel around the island and count the number of marker switches.
-
- Enter that number into the dimensional imager to receive the
-
- message from Atrus.
-
-
-
- EXPLORING THE LIBRARY
-
- Place the pages in the books to receive messages from the
-
- brothers. (Click again on the book to replay messages.)
-
-
-
- The left painting opens a secret passageway to the observatory
-
- tower, the right painting opens the door to the outside.
-
-
-
- Most of the books in the Bookcase have been destroyed, save for a
-
- few which are still legible. Each book describes a different age
-
- created by Atrus. Write down any information that you feel will
-
- be valuable later on in the game.
-
-
-
- The map of Myst Island controls the observatory tower rotation.
-
- The marker switches, when in the ON position, allow the island
-
- structures to become visible on the map. Click on the observatory
-
- icon until the rotation line turns red. The red line will lock
-
- onto structures that contain transport books to different Ages.
-
-
-
- Click on the bookcase picture to open a secret passageway to the
-
- Observatory Tower. Inside you will find two ladders marked by
-
- book and key icons. Climb the book ladder to view the structure
-
- that contains the transport book. Climb the key ladder to find
-
- the access key for that Age.
-
-
-
- FROM MYST ISLAND TO THE SELENITIC AGE
-
- To open the Spaceship that allows transport to the Selenitic Age,
-
- the proper voltage must be generated in the Power Station. Inside
-
- the power station is a panel that controls ten generators. Click
-
- on the button for each generator and mark down the voltage that
-
- is generated. By pressing the right combination of buttons, the
-
- voltages will add up to the target voltage, as found in the
-
- Observatory Tower.
-
-
-
- If too much power is generated, one of two circuit breakers will
-
- trip, causing the right gauge to fall to zero. You must then go
-
- outside to check which breaker tower has the thrown switch. There
-
- is a tower just outside the power station, and one close to the
-
- rocket ship. The switch will be DOWN if the breaker is thrown.
-
- Push the switch UP to reset.
-
-
-
- Once you have set the generators to the target voltage, go inside
-
- the spaceship and play the keyboard notes according to the
-
- sequence found in the Selenitic Age book in the Library. Listen
-
- to each tone and match it with the tuner sliders on the opposite
-
- end of the ship. Click on the animation to be transported to the
-
- Selenitic Age.
-
-
-
- IN THE SELENITIC AGE
-
- You will first discover an elevator. To gain access, you must
-
- enter the proper combination of sounds into its activation panel.
-
-
-
- There are five transmission antennas and one receiving station on
-
- the island. At each antenna you will hear distinct sounds. The
-
- red buttons found nearby activate microphones that will transmit
-
- these sounds to the receiving station. Take note of the symbols
-
- that illuminate at each station.
-
-
-
- You will come across a red and a blue page in this Age. Click on
-
- the page to pick it up, but remember, only one page can be
-
- brought back to Myst at a time!
-
-
-
- After all five antennas have been activated, go through the wind
-
- tunnel to the receiving station. Here, you must aim each camera
-
- at the transmission antennas. When done, press the Sigma button.
-
- This will give you the proper order of sounds to enter into the
-
- elevator activation panel.
-
-
-
- Take the elevator to the MazeRunner vehicle and get in. The
-
- speaker panel sounds indicate which direction to take.
-
- Combinations of sounds indicate in-between directions (Northeast,
-
- for example). If you get lost, the Backtrack button will move you
-
- back towards the correct path.
-
-
-
- At the end of the tunnel is a book that will transport you back
-
- to the Myst Library. Once inside, place the red or blue page into
-
- its corresponding book and listen to the message.
-
-
-
- FROM MYST ISLAND TO THE STONESHIP AGE
-
- The access keys are dates which must be entered into the
-
- Planetarium Star Plotter. Turn out the lights, enter the dates,
-
- and copy down the constellation formations.
-
-
-
- Go to the library, look up the constellations in the Stoneship
-
- book, and find the symbols associated with each constellation.
-
-
-
- Now go to the fountain just outside the Library. Click on the
-
- marker pillars that display the constellation symbols you have
-
- found. (They are green when ON and red when OFF.) The ship model
-
- will rise in the fountain, as will the ship at the dock.
-
-
-
- Inside the ship at the dock is a book that will transport you to
-
- the Stoneship Age.
-
-
-
- IN THE STONESHIP AGE
-
- At the umbrella Crow's Nest are three buttons that pump water
-
- into and out of different areas of the Stoneship Age.
-
-
-
- First, pump water out of the lighthouse. You will find a key
-
- bolted to the floor and a chest down below. Drain the water from
-
- the chest and close the spigot. Pump water back into the
-
- lighthouse. The chest will now be floating close enough to the
-
- key to open. Inside the chest is another key which will unlock
-
- the trap door to the lighthouse tower.
-
-
-
- Once inside, you will find a generator with a battery pack. Crank
-
- the generator until the light bar indicates full. This will give
-
- you ten minutes real time to explore the Age.
-
-
-
- Take the elevated wooden path to the telescope and look around.
-
- You will see a flashing beacon ( only when the generator is
-
- running). Take note of the compass degree of the beacon.
-
-
-
- Pump water out of the tunnels. Look for the red and blue pages in
-
- each of the brother's rooms. (You may also find a half page.)
-
-
-
- Hidden in the tunnels is a secret passageway that leads to a
-
- giant compass rose. The compass activates the lights in the
-
- ship's aft. Push the button that corresponds to the degree angle
-
- of the flashing beacon. If you press the wrong one, the lights
-
- will go out, and you will have to recharge the generator again.
-
-
-
- Pump water from the ship's aft. Downstairs in the ship is a book
-
- that will transport you back to Myst.
-
-
-
- FROM MYST ISLAND TO THE MECHANICAL AGE
-
- Go to the Clock Tower on the opposite end of island from the
-
- Library. At the shore, use the wheels to set the time to the
-
- observatory clue. The large wheel advances the minutes hand, the
-
- small wheel advances the hour hand.
-
-
-
- Once inside the clock tower, use the levers to set the
-
- combination to the other observatory clue. Pull and release the
-
- left lever to rotate the bottom two gears. If you pull and hold
-
- the lever down, both gears will turn once, but only the middle
-
- gear will continue to turn. The right lever operates the same way
-
- for the top two gears. On the far right is a lever that resets
-
- the puzzle.
-
-
-
- When completed, go the giant gears near the dock. Inside the gear
-
- is the book that will transport you to the Mechanical Age.
-
-
-
- IN THE MECHANICAL AGE
-
- You will first discover a metal platform. To gain access, you
-
- must enter the proper combination of symbols into its activation
-
- panel.
-
-
-
- The center of this island is a mechanical fortress which can
-
- rotate on its axis. To get to the other islands in this Age, you
-
- must rotate the fortress using the controls inside. Practice with
-
- the Fortress Rotation Simulator in Achenar's room to get your
-
- timing right.
-
-
-
- In-between the two brothers' rooms is a passageway. Press the red
-
- button to lower the staircase to the elevator control panel. Use
-
- the handle to align the circles until there is an opening
-
- (circles will turn red). Go back up and raise the staircase.
-
- Enter the elevator and press the UP button. When the door opens,
-
- press the middle button and step outside. Use the controls to
-
- rotate the fortress.
-
-
-
- Go outside and search the islands for clues that will help you
-
- get back to Myst. Remember to bring back a red or blue page!
-
-
-
- FROM MYST ISLAND TO THE CHANNELWOOD AGE
-
- Go to the Cabin on the island. Enter the combination into the
-
- safe as found in the observatory clue. Use the matches to light
-
- the pilot on the furnace.
-
-
-
- Position your cursor in the middle of the wheel (until it turns
-
- clockwise green) and click to crank up the furnace. This powers
-
- the tree elevator and will bring it to above ground level. Wait
-
- until you can no longer hear the elevator moving upward.
-
-
-
- Now turn the furnace off (counter-clockwise red) until the fire
-
- goes out. Quickly go outside and turn back towards the cabin.
-
- Move to the right of the cabin in-between the two large trees.
-
- You will see a giant tree with an elevator moving downward. When
-
- the elevator reaches ground level, click to move inside. Wait for
-
- the elevator to take you to the Channelwood transport book.
-
-
-
- IN THE CHANNELWOOD AGE
-
- Here you must channel water to power up various devices on the
-
- island. Go inside the Windmill to the water tank. Click on the
-
- nozzle to open the pipe (counter-clockwise), and head back
-
- towards the trees. You should now hear water flowing through the
-
- pipe.
-
-
-
- There is a junction box at the first fork that controls the flow
-
- of water; (the yellow dots indicate direction). Channel water to
-
- the elevator on the right.
-
-
-
- Step inside, close the door, and move up to the second floor.
-
- Here, you must search for a red lever that opens the door to the
-
- wooden staircase. A map to this level can be found in the
-
- Channelwood book in the Library.
-
-
-
- Once open, the elevator from the first to second level is no
-
- longer needed, so you can use that water to power another device.
-
- Channel water to the elevator at the top of the stairs, and take
-
- the elevator to the third level. Look for the red and blue pages.
-
- (You may also find a half page.)
-
-
-
- Travel back to water level, and channel water to the motor on the
-
- far left. This will activate a water bridge. Cross the bridge and
-
- head to the right. To power the elevator found here, you must
-
- complete the section of missing pipe. Turn the crank to extend
-
- the pipe.
-
-
-
- Go back and channel water through this pipe to the elevator. This
-
- will bring you to a book that will take you back to Myst.
-
-
-
- FROM MYST ISLAND TO DUNNY
-
- Place your last page in the red or blue book and listen to the
-
- message. If you have placed enough pages into either book, you
-
- will be instructed to enter the correct pattern into the
-
- fireplace vault.
-
-
-
- -----------------------------------------------------------------
-
-
-
- SECTION THREE: MYST ANSWERS
-
-
-
- Marker Switches:8
-
-
-
- Selenitic Age Clue:59 volts
-
-
-
- Power Station Generators:
-
-
-
- * Left row: one and three
-
- * Right row: three and four
-
-
-
- Receiving Station:
-
-
-
- * Water 153.4
-
- * Volcano 130.3
-
- * Clock 55.6
-
- * Tones 15.0
-
- * Wind 212.2
-
-
-
- Elevator Sound Sequence: Tones, Water, Wind, Volcano, Clock
-
-
-
- MazeRunner Controls:
-
-
-
- * North = bell sound
-
- * West = bird type sound
-
- * East = air brake sound
-
- * South = bell clank
-
-
-
- MazeRunner Path:
-
- N, W, N, E, E, S, S, W, SW, W, NW, NE, N, SE
-
-
-
- Stoneship Age Clue:
-
-
-
- * Oct. 11, 1984 10:04 a.m.
-
- * Jan. 17, 1207 5:46 a.m.
-
- * Nov. 23, 9791 6:57 p.m.
-
-
-
- Pillar switches: Leaf, Snake, Insect
-
-
-
- Water pump switches:
-
-
-
- * Left pumps out Ship
-
- * Middle pumps out Tunnels
-
- * Right pumps out Lighthouse
-
-
-
- Compass Press button at 135 degrees, (12th button clockwise from
-
- the North).
-
-
-
- Mechanical Age Clue: 2:40 and 2-2-1
-
-
-
- Symbol Code:
-
-
-
- * First Symbol Horseshoe
-
- * Second Symbol Triangle Rectangle Triangle
-
- * Third Symbol Circle over Three Triangles
-
- * Last Symbol Half Circle
-
-
-
- Safe Combination :724
-
-
-
- Dunny Access to the vault can be achieved easily if the
-
- instructions are followed. First, locate each of the Marker
-
- Switches on the island. Turn every one of these switches to the
-
- ON position. Next, go to the dock and turn the Marker Switch
-
- there to the OFF position. Either Sirrus or Achenar will give you
-
- the key to the vault. If not, you need to return more pages to
-
- them!
-
-
-
- [BRODERBUND TOOLBAR]
-
-
-
- [Map][Home][Products][Store][Support][Company]
-
- ---------------------------------------------------------------------------
-
- Copyright 1996 Broderbund Software, Inc.
-
-