The Ammended Myst Walkthrough, by Phil Gross and Noj BeskinOriginal by E.
ContyVersion 2.0 Contact:
ba0...@bingsuns.cc.binghamton.edu (philbo) Here's
an ammended version of the walkthrough. Originally posted by EConty
(
co...@cbnewsl.cb.att.com)
, who said he will ignore anycomments. I, on the other hand, will welcome
comments, and will try tokeep the walkthrough up to date (at least for a
while). I guess if youare stuck, as opposed to reading this and spoiling your fun,
you canwrite me and
I'll try to give you hints. Maybe. --philbo This is a bare-bones description
of how to complete Myst. But youshould use it only as a last resort. The
true goal of the game is toexplore everything, and find all sorts of interesting
details aboutAche
nar, Sirrus, and the world(s) you're in. The game can besuccessfully
completed without ever leaving the main island, butthat's no fun, is it? ALL puzzles
can be solved by exploring, trying things out, and usingplain common sense.
If you find yoursel
f trying a gazillioncombinations 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 theisland, you'll find
that there are 8 marker switches in total: Pier -Giant gears - Planetarium -
Spaceship - Mall with small pool andpillars - Brick building - Wooden shack
- Clock tower Turn each markerswitch 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
theprojector, 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 l
eft corner, which will reveal ahidden control panel. Enter the number of
switches "08", and press thebutton to close the panel. Turn back to the
projector, push thebutton, and watch the man's message to Catherine. In the library,
each wall contains
interesting items. Give the blueand red pages to the corresponding books.
Each brother wants morepages. Read the 4 legible books in the book-case. You
can ignore thebook with the wierd squares in it, you'll deal with it later.
Jotdown any interesting
diagrams from the others on your notebook. Look at the map next to the
entrance. Each of the marker switches inthe island lights one specific group of
buildings in the map. Grab thetower and rotate it until it flashes red, then
stop. There are 4 "re
d"positions, each one of them corresponding to where one of the 4available
link books is hidden (ship, giant tree, gears, spaceship).The paintings next
to the book-case open and close the secretpassageway behind it. Go to the
elevator, close the door
, and pressthe 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 ishidden,
while the ladder with the "key" should lead you to the clue tothe puzzle that
lets you get the bo
ok. Ship: Go to the planetarium, turn the lights off (the switch is nextto
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), an
d map the constellationshown to one of the constellations in the Stoneship
book. Go to thepillars 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 safenext to the door (7,2,4). Open the safe, get
the match, and light itwith the matchbox. Turn around and light the pilot light
below theboiler. Turn the gas wheel all the way up (green icon). Wait until
thethumping sound st
ops, 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 goesunderground. If you can't do it that
quickly, don't turn the
gas quiteall the way off. The book is down beneath the tree. If you went up
inthe elevator, press the white button to your left. That releases thesteam
and drops the tree down to the underground level. Gears: Go to the
clockhouse, enter 2:40 into t
he clock using thewheels, then press the button. Go into the clock, and use
the leversto set the wheels to 2,2,1. HOLD either front lever down to rotate
themiddle wheel only. Click on the vertical lever to your right to resetthe
puzzle. The book is i
n the giant gears close to the pier. Spaceship: Go to the brick building,
set the generators to sendexactly 59 volts out (buttons 1,2,3,6,7,8 and 10
should do nicely. Thenumbering order is on the wall as you leave the control
room. In orderto figure
out which button has which voltage, just hit them one at atime). If you go
over 59 volts, you will blow a fuse. There are twoelectric towers to climb,
one next to the brick building, one clearlyvisible close to the spaceship,
click down the breaker s
witches. Thenenter the spaceship. Play the notes from the Selenitic Age book
in theorgan, and set the same notes in the controls of the ship. If
you'retone deaf, just count number of notes from the bottom. (8, 20, 23, 13,and 6,
respectively, includin
g the bottom as one). Press the buttonand the book will appear before you.
STONESHIP AGE: Go to the other half of the ship, up the stairs andlook
through the telescope. Find where the lighthouse is. (135degrees) Go to the
umbrella and push the
rightmost button to drain thelighthouse. Go to the basement and drain the
chest by opening andclosing the valve at the bottom. Go back to the umbrella
and let thelighthouse fill up again. Unlock the now floating chest, get the
key,and open the lighth
ouse. Crank up the generator and power the battery.Note that the battery is
slightly discharging, so move quickly! (Ifthe 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
goinside. Go all the way down the tunnel, find the page for either ofthe
brothers, and explore a bit. You should find half of an importantnote in the
map drawer in Achenar's room (that's the messy room). Theentire note is given
below. Go back to t
he red-lined "panel" in one of the walls. Inside, you'llfind a compass rose,
just like in the Stoneship book. Push the "SE"button (the clue is 135
degrees, found with the telescope). This willturn on the submersible's lights.
Drain the ship with the
leftmost button and go in. Click on the deskin 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 thefive dishes in
the right direction (use sounds, icons, and places as aguide. The coordinate
numbers are: Water:1
53.4, Fire: 130.3, Clock:55.6, Crystal: 15.0, and Wind: 212.2). Push the
sigma button. Thiswill give you the sound sequence to open the door near the
spaceship.(Crystal, Water, Wind, Fire, Clock) Go on in, get in the
undergroundcraft and press forwar
d. At each station, listen for a sound whichwill indicate direction. If you
miss it, press the button on thespeaker. The sounds are "plink" for north,
"Bloooop" for W, "Plonk"for S, and "Shhhh" for E (these sound names are
approximations, sogive 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 accesib
le from theirchambers. Explore next to the "throne" in each room. Go to the
"tube", and press the button in the hallway. The floor willreveal a lower
room. Go down there, and rotate the tube until the redicon shows. Careful not to
let the tube rotat
e past the red icon! Go back out, and you'll see that the tube held an
elevator. Press thewall button again to close the floor, and enter the elevator.
Pressthe up button, then press the "middle" button and exit the lift beforeit
goes down. The buil
ding rotation controls are above the elevator. Enter the rotation controls
and rotate the tower to the other twoislands. They have the symbols for the
control next to where youentered the Age. (symbols below) Use the simulator in
Achenar's roomto pr
actice how to rotate the tower. The method we used was: Put theleft lever up
one notch. Hold the right lever all the way up for about7 seconds. Let go of
the right lever, then quickly put the left leverback down. Practice on the
simulator until you ge
t the timing right,because you won't be able to see the orientation of the
tower, justsome motion in the gears. Once the tower stops, it'll make a sound
foreach of the four compass directions, the same sounds as for theselenetic
age, above. The con
trol panel next to where you entered opens the room where theMyst link book
is. The symbols are: 1) an O with the bottom cut out.2) point down triangle,
rectangle, point up triangle. 3) circle overthree triangles 4) left half
circle, filled in. (These
are easier tospot than it sounds.) WARNING: A bug in the game as released
won't let you go to the islandwith 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 o
n 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 firstelevator. (Not
the one next to the staircase!) Climb in, close thedoor, and use the lever to
go up. Up there,
find the control to open/close the staircase. Go to thestaircase, climb
down, open the door, and use the pipeline switches tosend water to the generator
next to it. Climb back up the stairs, anduse the elevator there. Find the
rooms for both brother
s (and Achenar's "temple"), their pagesare there. In Sirrus' room (the nice
room), find the other half ofthat note you found in the Stoneship Age. Use
the switches to turn on the lonely-looking generator close towhere you entered
the world. Turn it
on, and watch the catwalk appearfrom the waters. Walk to the other side,
down the other walkway, andfind the crank to extend the pipeline back to the
main line. Use theswitches to turn on the elevator there, and climb up to find
the Mystbook. (If y
ou're having some trouble figuring out where the water is goingin the
pipelines, listen as you walk past them. If you can't hear thenoise of water, this
section of the pipeline has no water. Also, youcould just trace the water
from the windmill, check
ing every Yjunction as you pass.) ENDGAME / DUNNY AGE: When you return
four pages to either brother, he'll give you the sameinfo: go to the library,
pick the right-end book in the center shelf,and look up diagram 158. Go to the
chimney, press t
he button, enterthe diagram below on the plate, press the button again.
You'll see thegreen book (the Dunny Age), the blue page, and the red page.
Diagram 158 (click where there are
Xes):XXOOOOXXOXXOXOXXXOXOOOXXXOOXOOXXXXOOXXOOXXXXXOXO 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 bothbooks, cong
ratulates you, and asks you to stick around for furtheradventures) The
yellow page is in the vault. To get to the vault, follow thedirections in the two
halves of the note ("|" is the note break, thefirst 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. Fir
st 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 M
ysting---
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