Disclaimer: this is the first and last time I'll post this. If
someone wants to take care of it and fix any mistakes, go ahead
and do it. You don't even have to tell me about it.
E-mail requests for copies of this or
additional hints will be cheerfully ignored.
------------------------
This is a bare-bones description of how to complete Myst. But you should
use it only as a last resource. The true goal of the game is to explore
everything, and find all sorts of interesting details about Achenar,
Sirreus, 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.
MAIN ISLAND:
Pick 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. At this time, jot down any
interesting diagrams 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 (?, ?, and ?), 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 spider?). 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(724?). 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.
The book is down there. 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 ?, ? and ? should do nicely). Go back
out, climb both electric towers (one next to the brick building, one
clearly visible close to the spaceship), click down the breaker switches,
go back down, and 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.
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.
Go to the umbrella and push the ?rd 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 ?rd 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).
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, and go in. Click on the desk in the lower
level, and the book leading back to Myst will pop up.
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 codes for the control next to where you entered the Age.
Use the simulator in Achenar's room to practice.
The control panel next to where you entered opens the room where the
Myst link book is.
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. Go back down and use the
"switches" in the pipeline to turn on 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 Sirreus' 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 link 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.)
SELENITIC AGE:
Find the 5 microphones (Water, Fire, Clock, Crystal, 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). Push the sigma button. This will give you the sound sequence
to open the door near the spaceship.
Map the tunnel maze below, and find the link book.
ENDGAME / DUNNY AGE:
When you return enough 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 on the plate, press the button again. You'll see the green book
(the Dunny Age), the blue page, and the red page.
There are 4 endings:
- give the last blue page (Achenar traps you)
- give the last red page (Sirreus 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)
(If you explored the places I told you, you know that the white page can
be retrieved by turning all the markers in Myst on, then turning the pier
marker OFF.)
--
E n r i q u e C o n t y
"There is what's legal, there is what's right, and there is what we do."
co...@cbnewsl.att.com jes...@ihlpm.att.com
Disclaimer: You're not dealing with AT&T
necessary preface:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
SPOILER!!! SPOILER!!! SPOILER!!!
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>
> Here it is!
>
> Disclaimer: this is the first and last time I'll post this. If
> someone wants to take care of it and fix any mistakes, go ahead
> and do it. You don't even have to tell me about it.
>
> E-mail requests for copies of this or
> additional hints will be cheerfully ignored.
>
> ------------------------
>
> This is a bare-bones description of how to complete Myst. But you should
> use it only as a last resource. The true goal of the game is to explore
> everything, and find all sorts of interesting details about Achenar,
> Sirreus, 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?
>
...
> 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.
Actually I was able to turn the fortress to all three islands with a _lot_
of trial and error. The model suggests that you can listen for sounds to
tell you in which direction you are now pointing, but I found the sounds
useless when turning the fortress with the real controls. You can look at
the little gears throught the small window(?) to tell if you are actually
moving to the next island or slipping back. Be careful and just make one
hop at a time (looking at the little gears for feedback).
> Map the tunnel maze below, and find the link book.
There is no need to map the tunnel maze. The sounds at each junction direct
you in the right direction. There is one sound for each of N S E and W, and
combined sounds direct you NE NW SE or SW.
> There are 4 endings:
> - give the last blue page (Achenar traps you)
> - give the last red page (Sirreus 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)
I was wondering if that was really the ending -- you are just kind of left
to wander around. I found it kind of a let down.