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Myst Island

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MYST ISLAND WALKTHROUGH – by Lyall Edward McEvoy
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This walkthrough of Broderbund’s Myst is broken into 3 part This, the
first part, covers Myst Islan Part 2 covers the Stoneship Age and Selenitic
Age, while part 3 covers the Mechanical Age, Channelwood Age, and the End
Gam Since Myst is not linear in nature, these ages can be visited in
any orde The big hint in Myst is not to be afraid to try anything in
the gam You can neither die nor can you reach a „point of no return,”
as is so often found in many other adventure game Ergo, always „go for
i”

** Fantasy Island **
After the introduction, you are left staring at the Myst
boo Touch this book and it expands to fill your scree Touch it again
and it will open to reveal a small picture window on the right page with
no writin If you wait a few seconds, the picture will spring to life
with a flyby tour of Myst Islan Each Myst linking book will do this
when opene It is best to sit back and watch the video, as it gives
you a general „lay of the land” that will assist you in finding your
way around a new ag Each age consists of a giant puzzle in the form
of an islan To learn more about each of these ages, consult the local
librar

** The Family Tree **
You will not encounter many people in Mys Atrus is the
progenitor of Myst and all it’s age He uses an art he learned from his
father to link these ages togethe It is never really explained, but it
seems that whatever Atrus writes in his books becomes reality in the
different age The 1 reference to this is in the Stoneship Age and the
gift he gave to the boys ther It will become obvious later what went
wrong with the ship Atrus create Atrus has 2 sons, Sirrus and Achenar,
whom you will learn of early in your adventure in Myst, and a dear wife,
Catherine, who is apparently being held hostage in another lan

** Where To Start, **
Myst island is where you start the game:
First, Anything you encounter in Myst that can be manipulated should b
In other words, push all buttons, flip all switches, turn all dials, and so
fort One thing is almost certain: if it moves, it has something to do with
solving a puzzl There are no 1-way manipulations, everything can be returned
to it’s original stat Your first objective on Myst Island is to locate all
the marker switches and turn them to the 'up’ positio These look like
podiums with a large power switches set into the surfac
They must all be activated to get off the islan

** On Your Marker **
You’ll land on the dock after touching the page in the Myst boo
To your left is the outline of a door set into the wall by the doc
If you want, open this door and go i
This is the dimensional imager that you will soon learn o
If you care to venture forth at this point, go down the stairs and at the
base turn to your right and click on the page on the wal
When it is in full view, note the list of three items and their associated
imager number
Press the small blue button above and to the left of the page on the wal
This will slide open an access panel and allow you to key in an imager cod

** Mirror Mirror **
Use the up and down arrows below each digit to set a code into the imager
control pane
Now turn around and walk to the image Set into its base is a yellow
button which, when pressed, displays the imag When no code is set, you
will only see what looks like wate After you’re familiar with
the workings of the imager, it’s time to leav
Go back out to the dock and walk towards what looks like a large gear
mechanism set on a hill at the top of some stair
At the base of the stairs you will encounter your first marker switch;
go ahead and flip it o Climb the stairs and flip on the marker switch
next to the large gea

** What A View! **
Take a moment to catch your breath after climbing all those stairs and
look aroun Hm there’s a lot more to explor
Go down the stairs towards the rotund On your way,pick up the note on the
gras
It’s from Atrus to his wife Catherin It tells of a message that’s left
on the imager in the fore-chamber by the docSound familiar,
Onward and (back) upwar The rotunda is used later to decode a sequence
of star constellation For now, flip the marker switch to the left of the
doo Walk up the wood steps, past the library, right and
out to the spaceship on the poin

** What A Blast! **
There’s an elevated walkway leading out to the space-shi
Notice the brick tower to the left as you go out supporting a power
line running to the spaceship (you may be back for that switch later if
you trip the breake) Go out to the spaceship and flip on the marker switc
Go back to the library, follow the grassy path away from the library towards
the distant Clock Towe On your way, you will find a large water filled
marble basin with a miniature sunken shi
Maybe this location holds the key to raising that ship, Flip on the marker
switch just past the large marble basin and to the left of the pat

** Power Plant **
As you’ve probably noticed, the power line from the spaceship has been
running parallel to the path just beyond those strange
pillar In front of each pillar is a raised metal marker with a bronze
plate set into the face of each that vibrates and glows red when touche
Each plate has a symbol etched into i
Do not touch any of these plates just ye
Instead, sketch each of the symbols etched into the plate
Continue on down the path, past the marble basin, following the power lin
Just off to the right is the entrance to the underground power generation
plant for the island, which is where the power line end

** Shocking **
Go right and you will find the small brick building that
houses the entrance to the underground power plan
For now, flip on the marker switch to the left of the doo
Don’t worry, you’ll come back to this building in a bi
Notice there’s another brick tower with a breaker switch off behind
the brick buildin Go back to the path and head for the clock tower
in the distanc There’s a control box just at the waters edg
On it there’s a large and small dial as well as a red butto
These dials set the time on the clock towe
There’s a marker switch out by the Clock Towe
Unfortunately, you can’t swi

** Trees Through The Forest **
Therefore, follow the shore around to the little log cabi
There’s another marker switch to the right of the doo
As usual, flip it to the 'on’ positio That’s a really
large tree back behind the cabi If you want, go take a look at the big
tree and poke around the cabi We’ll be waiting for you when you get back
her That’s the last marker switch on Myst Islan Remember Catherine’s
letter, „Enter the number of Marker Switches on this island into the imager
to retrieve the messag” We’ve seen 8 marker switches, and were only able
to activate Go back to the imager by the docks to get that messag

** Dear Catherine **
Remember the hidden image sequencer panel behind the fake piece of paper
on the wall, Press the button and input the number
Turn, walk to the imager, and press the butto
Atrus will appear and deliver his messag He tells of his library being
destroyed and how he suspects his son
He tells Catherine that he’s hidden the remaining undamaged books
in their „places of protectio” He reminds Catherine that if she’s
forgotten the access keys, to remember the tower rotatio
Okay, then hop it up to the library and do some researc
After all,wasn’t that a tower that loomed above the library,

** The Book is Better Than the Movie **
Go into the library and directly to the bookshelf on the back wal
When it is in full view you will be able to read each individual boo
Atrus was right, most of these books are completely destroyed,
burned at the hands of an arsonist,which son could have done this,
The Channelwood Journal is the first readable book, it’s red and green
and is on the left side of the top shel Take and read this boo
Click on it once to bring it into full view, and again to open i
Clicking on a page will turn i This book tells of a land of tree
dweller Each book will chronicle that land and show you some key drawings
of it

** Channeling **
Channelwood looks like a land of tree house
The next book that’s still readable is the red and blue Stoneship Age
Journal on the right side of the top shel This book tells the story of
3 boys and their adventure Make note of the submersible lamp,
the lighthouse, and the 8 constellations of this lan
These constellations have matching symbols like those etched into the bronze
plates mounted on the markers in front of the pillars that ring the
marble basin are Use the empty journal provided with the game to sketch
all pertinent informatio
Remember, these books will give you many clues to each of the age

** Apocalypse Now **
The next readable book is blue and is located on the middle shel
This journal tells of the Selenitic Age and reads like the Bible’s book
of Revelations: replete with a land scorched by giant balls of fire>from the
sky, large craters and burned out wasteland
Make note of the drawing of the keyboard and receiving dis
These items will „play” an important role later during your travels to this
ag
It’s a good idea to sketch the map of each age, they will prove invaluable
in your later travel The next book makes little sens
It’s slightly singed, but still readabl

** The Book Of Patterns **
At the far right side of the middle shelf is a book of many different block
pattern They all are based on a 8 x 6 gri Don’t write these dow
Instead, remember what the patterns look like, as you will need to
reference this book late There’s 1 more book that you can perus
The brown book on the left side of the bottom shelf is the Mechanical Age
Journa In it you will read of an island fortress and an attacking fleet
of ship Make note of how the fortress works, the fortress floor plan,
and the stair Do not skip through these book A little time spent
reading here will save you a lot of time later in the gam

** Son Tsu **
On the left wall of the library, behold a red book on a display shelf
with a red page sitting next to i Open the book and insert the red page
in it to communicate with Sirru Through the heavy static and interference
you can see that he is unsure of who you ar He appears to be well
mannered, thoug As he struggles to see you, he pleads for you to bring
more red page On the other wall you will find the book that contains
Achena He seems a bit, shall we say, disturbe He,like his brother,
demands that you bring more blue page We at last have a direction to
proceed in this ques What purpose do these pages serve,

** Are We On The Map, **
The map on the left wall of the library holds the key to your travels
through the different ages of Mys Examine i When you are close enough,
all locations where you activated marker switches at are illuminate
Just behind the library you will see a blinking circular marke
Press on this marker and a line will appea If you hold down on the marker,
the line will rotat As it passes over key landmarks, it will turn re
Release at the docks and you will hear creaks and
groans as the tower aligns with this locatio
After that pretty impressive display, and now that the tower is rotated,
what do you do,

** Secret Tower Passage **
There are 2 framed pictures by the bookcas
On the left wall is a picture of a set of stairs, on the right a set of
book shelves that look awfully familia Touch the picture of the stair
The image will swirl and the shelf of books will slide away to reveal a
passag At the end of that wood paneled hallway sits an elevato
Once in the elevator, press the blue button to be delivered to the towe
The indicator above the button will display „Tower” when you arrive,
just to make sur Exit the elevator and go straight to the ladder that
has an open book plaque behind it, climb the ladder to the platfor

** I Can See Clearly Now **
Looking out the window,the landmark highlighted during the tower
rotation will be visible,in this case he dock
Could this point the way to the place of protection for 1 of the remaining
books,
Climb down and go to the other ladde A key plaque is mounted on the wall
behind i Climbing to the top reveals yet another plaqu
This one gives 3 dates and times: 10/11/1984 10:04am, 1/17/1207 5:46am, and
11/23/9791 6:57p The rotunda holds a decoder that will translate these
date In order to leave the library, return to the pictures and touch the
bookcase picture to close the passag

** Take A Break **
This concludes the first part of the Myst Walkthroug
We’ve covered quite a bit of ground so fa The island of Myst is a
beautiful place, the likes of which have never been seen on a PC scree
The beauty of Myst is only matched by the rich aural experienc
Take a break from your travels now, pick a place on the island and sit back
and rela In the second part of this Walkthrough you’ll explore the
Stoneship and Mechanical Age So, for now, enjoy these tranquil surroundings
and stay tune

Hopefully, you’re well reste We are going to set out to explore the
Stoneship and Mechanical Ages today – – a major undertakin You will need to
draw on your experiences on Myst Island in these travel The keys to all the
ages of Myst are contained on Myst Island itsel As you’ll recall, we’ve just
completed our first tower rotation using the map on the wall of the librar
We have several dates and times that were taken from the key plaque for
decoding at the rotunda buildin

** It’s A Date **
Start with a quick trip to the rotunda buildin
Open the door and go i Next to the door is a switch that will turn off
the light Click, the whole room then looks like a planetariu
Take a seat in the chair and pull down the control pane Input the dates
from the key platform plaqu Each date will display a constellation that
will match one of the drawings in the journa The matching symbol icons
from this translation will be: Leaf, Snake, and Beetl Go down to the marble
basin and find the columns with these icon Press the matching bronze plates
for these symbols and they’ll turn green (don’t worry, they’re not jealous

** Raise The Titanic **
Upon pressing the last plate, a loud rush of water will be heard – –
like something big is drainin Aha, the ship in the bird bath raise
But that couldn’t have made all that nois What about the bigger ship,
Yes! The ship by the dock is also raise Board it and go below deck to
find the first linking book on the blue chai Open it and watch the flyby
of the Stoneship Ag Touch the picture and you will be taken ther
You’ll find yourself standing at the aft of a ship that appears to have,
itself, materialized on a large, stone islan A wood plank leads out to a
sunken lighthouse to the right and an umbrella structure to the lef

** Walk The Plank **
There are several objectives on this islan First, restore power to the
island structure Walk out to the umbrella structure where there are 3 large
button Pressing the right button will pump out the lighthous
Return there and find the key chained to the walkwa
Down the spiral stairs is a large locked trun A small valve is set
in the left side of the trunk – – open it to drain the trunk, then close
it and return to the pump switche Press the right button and return to the
lighthous The trunk is floating alongside the key that’s bolted to the
walkwa Unlock the trunk and remove the key hidden insid

** Going Up **
Climb the ladder to the right of the ches Use the key and open the attic
doo There’s a hand generator here and a battery pac
Crank the handle on the generator several turns until the power gauge on
the battery pack shows solid white (, you have a full charge
Go back to the pump station and press the middle butto This drains the
tunnels in the large rock structur Sirrus’ room is down the passage leading
from the aft platform where you entered this ag
Look around this ornate are There’s lots to look at, but all you need to
recover is the single red page in the bottom dresser drawe

** Return To Myst Island **
There’s a telescope at the pinnacle of the rock formation at the center
of this islan Just to the left of the walkway to the lighthouse,
there is a stone passage which you should follow as it leads up to the
telescop Look through the telescope and pan aroun Stop on the roof
of the lighthouse with the blinking ligh This will be at the 135 degree
mar Go back down the passage to Sirrus’ roo On the wall, 1 landing up
from either brothers room, will be a large recessed plat Pressing it will
reveal a secret passage to the compass roo On the floor of this room is a
large antique compas Now you’re getting somewher

** Due East **
Circling this compass are a series of small button
Press the 12th button from the north portion, but beware! If you press the
wrong one, you will trip the lights and have to go back up to the lighthouse
to recharge the battery pac A light goes on if you press the right butto
How strange, the light is underwater and can be seen through the windows in
this roo Time to go back up to the pump statio Press the left button
and the aft ship chamber will drai Go below deck and note that the light
you just activated with the compass button is illuminating this roo At the
bottom of the hold is a book roo Go to the tabl

** Can I Check Out This Book, **
Touch the table top and the linking book will materializ
Remember, you can go into any of the chambers without the benefit of ligh
Both bed chambers appear to have independent energy sources and are lit up
regardless of battery charg However, if the underwater light is not lit,
the book will not appear on the tabl With the Myst linking book before you,
open it and touch the picture to return to the library on Myst Islan
Insert the red page in the red book and listen to Sirru
He thanks you for the page and tells you that his brother is guilty,
and that he is wrongfully imprisoned, emploring you to bring more page

** Back For The Blue Page **
The return trip is a breez Just go down to the ship by the dock,
below deck, use the linking book, and you’re back in the Stoneship Ag
Recharge the battery pack and press the middle button at the pumping
station to drain the center passage Off the fore section of the ship is
a passage leading down to Achenar’s bed chambe Achenar is not at all
like his brothe From the looks of his room, you might say that he is a
little on the twisted sid There’s a lamp that looks strangely like a
human rib cag There, on the bed, is the blue pag Off to 1 side of the
room is a large dresser with a strange apparatus perched on to

** Only Half The Story **
On top of the dresser is a holographic uni
Turn it on and a rose appears, slide the lever and it morphs into a human
skul The second from the bottom drawer of this dresser has a surpris
This is the left half of a torn page from a journal – – something to do with
marker switches and a vaul This could be important, so make a note of it’s
content With the blue page in hand, go to the pumping station and press
the left butto Return to the book room and use the linking book to return
to Myst Islan In the library, return the blue page to the blue book and
listen to Achena He seems to be getting crazier, doesn’t he,

** Rubber Room **
Achenar says that his brother cannot be trusted, that he was falsely
imprisoned and that he will seek retribution for his brothers act
The image is clearer this time, with less stati Maybe the more pages
returned to the books, the better the communications lin With the way
Achenar is cracking up, though, how well do you want that link to be,
Use the map to rotate the tower agai This time, position the rotating
pointer to the spaceship out on the poin Sure enough,
looking out from the tower shows the spaceship in vie
The key plaque displays a single message,
59 volt” Keep that number „curren”

** Snacks Are Available In The Lobby **
A trip to the power plant seems to be in orde The trip down the hill
from the library is quick enoug Go in the brick building and down
to the door at the bottom, then press the blue button and go in the doo
There’s a control panel with 10 switches in 2 column
There are also 2 dials: the left is for island power, the right for power
to the spaceshi Each switch powers up a generato The trick is to flip
the right combination of switches to total 59 volts on each dia
To do this press button 1 and 3 on the left column and buttons 3 and 4 on
the right – – carefully! The number 59 should now be displayed on each dia

** What A Trip **
If you press the wrong combination of switches you will trip 1 of the 2
tower breaker If this occurs, shut down all generators, go out,
find the tripped breaker, and then start agai Once you hit the 59s,
enter the space ship and you will see a keyboard at one end and a set of
5 slider switches and a lever at the other en Using the diagram from the
Selenitic Age Journal of the keyboard, press the 1 key from the diagram and
then adjust the first slider so that the note generated matches the note
played on the keyboar Repeat for each of the 5 note When you think you
have the right settings, pull the handl

** Music To The Ears **
If the settings were correct, the linking book should now be displayed in
the view scree Touch the screen and watch a flyby of the Selenitic Age
(which is pretty desolate Like the first puzzle, 5 sounds must be identified
and set into an access panel before you can return to Myst Islan
Like the marker switches on Myst Island, there are sound transmitters
scattered about at 5 locations that must be activate Locate each and
press the butto Make a note of each icon at each transmitter’s sit
Also note the sound that emanates from each locatio
WARNING: This is possibly the most difficult of all the puzzles of Mys

** An Oasis **
Cross the elevated walkway and follow the path through the pass to the left
of the mountai Set into the base of the mountain is a small brick structure
with a coded access pane The first small trail that branches left off the
main trail leads around the left side of a large crate Follow it to the
oasi It is here that you will find the blue page on a wood bench, to the
left of the transmitter switc Take i The icon at this transmitter
location is of 2 drops of wate Press the red button and listen to the
sound of the water, you will need to remember this sound late

** Water To Fire **
Go back to the large brick staircase just past the Oasis trail hea
This leads to the chasm Atrus spoke of in his journal of this ag
Activate this transmitter switch and make a note of the sound of the
furnace belo The icon at this location is a chasm with steam risin
Go back down the stairs and continue down the path away from oasis and chas
You will quickly come to the remnants of a once mighty clock towe
Activate the transmitter switc Listen and note the sound of the cloc
The icon here is of 2 clock hand Continue down to the fork in the path, go
right and up the hill towards the crystal fores

** Crystal Forest **
In the crystal forest, you will find another transmitter switc
There’s a unique sound produced here as the wind whistles through the crystal
formation The icon here is of a shard of crysta There’s a red page
sitting atop the transmitter pedestal, so pick it u
(Where did the blue page go,) Return to the path and walk out to the
jetty to a subsurface tunne The loud rush of wind exiting the tunnel is
almost deafenin Activate the transmitter switc The icon is a hole with
air swirling ou Next, climb down the ladder into the underground tunne
Turn on the light switch at the ladder’s bas

** The Light at the End of the Tunnel **
Climb the ladder at the other end of the tunnel, then climb the brick stairs
to a large set of metal door Open the doors to expose a control panel,
complete with video monitor, 2 directional arrows, a receiver coordinates
display, 5 icon buttons that match the transmitter icons, and a sum butto
The trick here is to rotate the receiver to lock in on each individual
transmitte When you get close, a directional arrow will flash in the
direction of the signa You will hear a clear sound played over the
speaker when the right direction is locked i
IMPORTANT: Record the direction coordinates for each ico

** The Coordinates **
The various coordinates are: Oasis-154, Chasm-133, Clock Tower-56,
Crystal Forest-10, and the Underground Tunnel-21
Once all coordinates are set, press the sum button and the sounds
will be played back in a specific sequence: Crystal Forest, Oasis,
Underground Tunnel, Chasm, and Clock Towe Return to the access panel back
at the start of this ag By moving the sliders, different sounds will pla
Set the sliders so the sounds play in the same sequence as abov
When all the sliders are set, press the red button to open the door
Go down the stairs to the rail ca Press the blue button and go in and
take a sea

** Which Way Do I Go, **
Press 'FORWARD’ to start your trip in the rail ca
Once lowered to the track, use the directional arrows to set a compass
direction, forward to move forward, and backtrack to reverse your last
movemen The correct sequence of directions is:
N, W, N, E, E, S,S,W,SW,W,NW,NE,N,SE,and exi
At the end of the ride, exit and follow the passag
There you will find the Myst linking book, so use it to return to
Myst Islan Back in the library, place the red page in the red boo
Sirrus is easier to see and hear now with another page inserte
He begs that you bring more pages and warns you not to release his brothe

** The Blue Page **
The return trip is easy this tim The code is still set in the spaceship,
so simply use the already displayed linking book to travel to the
Selenitic Ag Return to the oasis and retrieve the blue pag
When you go back to the maze entrance, the sliders are still se
Press the button and go down to the rail car which has magically returned
to the start of the maz Run the exact same directions through the maz
Use the Myst linking book to return to the library and insert the blue page
into the blue boo Achenar now claims that Sirrus murdered their father and
commands you to bring more page The plot thicken

** Shore Leave **
That concludes the second installment of this Myst walkthroug
The two brothers offer a truly perplexing proble
Which of them is rightfully imprisoned and which is telling the truth,
Does sanity count for anything, or has Achenar been driven to his insanity
by his grief over the murder of his father, The time is coming when a
decision must be mad Which brother will you free, In part 3 of this
walkthrough, we will explore the Mechanical and Channelwood Ages,
as well as the End Gam

THE MECHANICAL AGE, CHANNELWOOD AGE AND THE END GAME

Have you come to any conclusions, Which brother is sane and which is really
guilty, How did they get into their separate books anyway, Why are their pages
scattered throughout the lands of Myst, So many questions and so few
answer Maybe you will find some more answers in the remaining ages of Mys
If not, how will you decide which brother to release, Your decision will
ultimately lead to either your escape or permanent residenc

** Trained Mechanics **
You’ve probably already guessed which landmark holds the linking book to the
Mechanical Age; it’s the large set of gears on the hill above the dock
Using the map in the library, rotate the tower to align with this spo
A trip to the tower will show proper alignment and disclose the
key 2:40 2,2, That first part is a time, and where is time used on
Myst Island, The controls on the shore by the Clock Tower, of cours
After arriving at the control box, turn the dials for hours and minutes
to set the clock to 2:4 Press the red button and a hidden walkway of
gears will rise from the wate

** What Was The Combination, **
Inside the tower is a strange devic It consists of 3 numbered dials
in a vertical stack, and at the base are 2 levers on either side:
one on the wall to the right, and a counter weight on a chain to the lef
Pull and release the lever on the left and the bottom 2 dials will rotate
1 digi Pull and hold this lever and the bottom number dial rotates
1 position while the middle dial continues to rotate until release
Pull and release the right lever and the top 2 dials rotate 1 positio
Pull and hold the right lever and the top number rotates 1 position
and the middle dial continues to rotate until release Simple, right,

** Get It In Gear **
You are limited on the number of times you can pull the levers because,
as you rotate dials, the counterweight drop If it hits the ground you
have to pull the lever on the wall to reset the dials and raise the
counterweigh The quickest solution to this puzzle is: Pull and release
right lever twic Hold the left lever down until the 2 comes around on
the middle dial, then release the leve There will be a cranking sound
as a mini-gear set in the base of the device rotates ope It looks a lot
like the larger gear on the hill by the dock Time to get up there and
check if it has opened like this miniature model ha

** Fortress Island **
Sure enough, the gear is open and the linking book is just insid
Use it to get to the Mechanical Age, a place full of gear
Upon arrival, to your left is a gear set on a pedestal with a control pane
There are 4 icons that can be changed by pressing the green button
There’s also a large red button under the row of icon button Across a
steel foot bridge sits a small fortress set on yet more gear
The track that encircles the fortress, and the long trap door guarded
by railings, look just like a few of the drawings in Atrus journal of this
ag Cross the foot bridge to the fortress and go right once insid

** Around And Around We Go **
Achenar’s room is even weirder than those found in the other age
There are all sorts of weapons laying about surrounded by strange wall
decoration There’s a fortress rotation simulator her
By manipulating the levers, you will see a graphic of the fortress rotate
through the 4 compass direction When you find the real rotation device,
you will not have the benefit of a graphic displa Practice enough to be
able to do this with your eyes close Listen carefully to the directional
sound There’s a recessed panel to the right of the simulator marked by
a yellow stripe, press on this panel and enter the secret chambe

** Torture Chamber **
The Blue page is beneath a shelf with poison bottle Find the other
exit from the bed chamber, follow it to the end, and you will be at the
back entrance of Sirrus’ roo Midway between these is a red button
and another hallwa There appears to be a column at the end of the hallwa
Pressing the red button opens a door in the floo
In the lower,level there’s a small table with a display of 2 semicircles,
with 1 set inside the other, and a leve Pull the lever and rotate
the circles lining up the openings, then return upstair
Push the red button again to close the stairs and go down the hall to
the elevato

** Going Up **
The elevator has an up and down arrow with a square button set in the
middle that serves as a time Go to the top floor and press the time
Exit the elevator and, when the timer expires, the elevator will close
and lower out of sight revealing the rotation devic Use the device to
rotate and visit the islands north and east of this on On each, you will
find half of the 4 icon sequence needed to open the stairway at the start
of this ag Return the tower to it’s original location (south) and use
this 4-icon code sequence to open the stairwa Finally, go down to
the room and use the linking book to return to Myst Islan

** Mental Case **
Back at Myst Island, insert the blue page in the blue boo
Achenar gets a little further down the road to the big rubber walled
room on each return tri He of course wants „more blue pages”, so what else
is new, He tells of Sirrus being the guilty part He explains how Sirrus
has a greed that cannot be quenche Most of the conversation is the same
old paranoid babble that Achenar seems only capable of vocalizin
Get back to the gear on the hill and the Mechanical Age linking boo
Once back at the island, again cross the catwalk to the fortress,
go left inside the doo This will take you to Sirrus’ roo

** Sirrus Stuff **
Sirrus’ room is filled with miniature models of all the devices on Myst
Islan Each can be closely examine Since the fortress is symmetrical,
it only makes sense that there would also be a hidden room her
Below and to the right of Sirrus’ „throne,” behind the tapestry, is
where the panel is locate Here is where his greed manifested itself
in the gold bars and coins that litter the roo Laying in a chest of
gold bars, in the back corner of the room, is a red pag
There’s a threatening note rolled up with the wine bottles from Achena
Return to Myst Island with the fourth red page and insert it into the red boo

** The Fourth Red Page **
Sirrus actually seems a little calme With each page he says he
can see more clearly and that soon he will be free of his priso
He sure is appreciative of the red pages and promises great wealth if the
last one is retrieve As is always the case with these 2 brothers,
he mixes no words where his brother’s concerne He claims that Achenar
is demented and took advantage of their fathe He warns that,if released,
Achenar will destroy both of yo He is anxious for the last page
to be returned from the last unexplored ag
The only other landmark that will activate the tower is the large tre

** Channelwood Age **
Use the map in the library to rotate the tower to the large tree behind
the small cabin just up from the Clock Towe A quick check through the
window in the tower confirms the tower position, and the key plaque only
displayed the numbers 7,2, What the heck could those numbers mean,
Just inside of the door and to the left in the small log cabin by the large
tree is a wall saf Setting the three tumblers to 7,2,4 and pulling
the handle opens the saf There’s a box of matches in the saf Is anything
on this island normal, Before leaving the wall safe, strike the match on the
box to ignite i Things will heat up soo

** Fire It Up **
Turn around and go to the furnac Start by cranking the large wheel to
the right to get the gas going, then touch the match to the pilot
set in the lower left of the furnace bas Keep cranking the gas up
until the temperature readout gauge is maxxed ou The loud thundering sound
is the tree moving up out of the bas Cut the gas and run out to the tree
and you will be able to jump into a compartment set in the tree for a ride
dow At the bottom, there’s a room with the Channelwood Age linking book
sitting on a tree stum Use this book to get to the Channelwood Ag
Just as the journal had stated, this place is filled with tree

** Myst Family Robinson **
There are 3 levels to the Channelwood Age; the water level walkways,
the mid-level huts, and the upper level bed chambers of Achenar and Sirru
The lower level is a very simple tree structure branching out from the
windmil The mid-level huts are mapped in the Channelwood Age Journal,
and the upper level consists of a winding walkway that connects the 2
brothers’ bed chamber Also on this level is Achenar’s imaging chambe
All mechanisms in this age are powered by a series of water pipes that
emanate from the windmil The windmill is to your left at the start of
this age, so you’d best make your way ther

** Open The Valve **
Inside the windmill there’s a water valve at the base of a large tan
Open the valve and you will hear the water run into the pipe
All through this level, you will know if the pipes at
your feet are filled with running water by the sound – – no sound, no wate
Also, at each fork of the walkway there’s a 2-way valv Move the red valve
bar parallel to the pipe you want the water to go dow The spiral staircase
seems like the logical way up, but the door is locked with no ke From the
windmill, route the water left, then right 3 time This will bring you to an
elevato Use the red lever in the elevator to go u

** Open Sesame **
On the drawing of the middle level in the Channelwood Age Journal
there’s a line connecting a hut to the spiral staircas Go straight
from the elevator, then right 3 times, then out to the hut with the
switch for the spiral staircase door on the middle leve Pull the red
handle to open the doo From this „switch hut,” go straight through the
first hut, right 2 times, through the square hut, elbow through the next
square hut, and straight to the staircas
Go down the staircase and open the
door on the first leve Go back to the first fork from the windmill
and redirect the water right to the spiral staircas

** Top Of The World **
Go up the spiral staircase and use the elevator to the left at the
top of the stairs (which now has power
This will take you to the top level and the 2 bed chamber
Leave the elevator and head for the first hut that’s visibl
This is another of Achenar’s play rooms (Achenar is a sick puppy
There’s an imager that will activate when you enter the room,
although it has no real purpos Continuing on past this hut will bring
you to Achenar’s bed chambers and the master control for the image
Flip through the 4 messages and see the nice message from Sirru
The fifth blue page is at the base of the imaging controlle

** Linking Paths **
At the other end of the winding walkway is Sirrus’ bed chamber
(we’ll come back for the red page later Go back down the elevator
and staircase to the first leve Return to the first valve after the
windmill and set the valves: left twice, then right to a dead end with a
leve Pull the red handle and a hidden walkway will float u
Follow the walkway in a half-circle past the elevator, and around to
another dead en Turn the crank here to extend a hidden pipe and connect
it to the other sid Go back to the first valve again and set the valves:
left, right twice and then lef Go back to the elevator across the floating
bridg

** Return Trip **
Go up the elevator to the Myst linking boo Use it to return to the librar
Insert the blue page and wait for psycho boy to be free Achenar will speak
of yet another page and a tra
He warns of a green book that is a tra To get to his final page, pattern
number 158 from the odd book of patterns in the library must be entered in
the fireplace located here in the librar Before getting this last page,
go back and get the blue page left behin Retrace the path and actions
through the log cabin, the large tree, and all the valve settings to get
back up to the top level of Channelwoo

** Sirrus’ Room **
Exiting the elevator, swing left and go to the hut at the opposite end
from Achenar’ As always, the room is the model of perfectio
The sought-after page can be found in the desk drawer under the window
with a view of the windmil In the right drawer under the bed is the
other half of the page found earlier giving instructions for access to the
hidden vault on Myst Islan Seems there are now 2 things to do back on Myst
Islan By now, the way back is eas Reset the valves yet again to
power the linking book elevator and return to Myst Island,
insert the red page in the library for the „other stor”

** Sirrusly Now **
Sirrus now owes a debt of gratitude for returning the fifth pag
He still claims that he is the innocent party and that his brother should
not be released for both of your safet The secret code on page 158 is
given along with another dire warning about not touching the green boo
Follow the directions on the reassembled journal pag Go to
the dock and turn the marker switch off (all the others should still be
„on,” not „off” as written on the page –this is important
There, in a secret compartment in the base of the marker switch,
sits a white pag But there are no white book Mu-hu-ha-ha-ha!
The plot thickens!

** Stoke Up A Fire **
Go back to the library and get the code book (middle shelf, far right
Carefully turn to page 15 Sketch this pattern and go over to the fireplace
on the right wall, by the blue boo Crawl in and hit the red button to the
left of the openin Pressing on the metal plate that drops down will
raise squares on the metal, duplicate the pattern found on page 15
Push the red button again and the fireplace rotates around to a
small chambe Here sits the last 2 pages and a green boo Let’s see,
both brothers are more than a little whacke If they both
warned you not to touch the green book, what should you do,

** The $64,000 Question **
If you really are a glutton for punishment, go back and insert the blue
and red pages into the brothers’ book You will quickly know what it
feels like to be imprisoned in a book and watch anxiously as each
brother removes your pages while having the last laug If you, instead,
open the green book, you will get to meet Atrus in person
and hear the true stor You’ll know what to do with the white page after
Atrus is done talkin If you hurried through Myst using this walkthrough,
or you just want to go do some sight seeing in some of the best graphics
available on a PC, use the book Atrus gives you to go back to Mys

** An Open Book **
All the ages of Myst are open now for you to explore
(at least until a Myst II, if any, is released Atrus did say that he
would summon you when he needed your assistance to rescue his wife (can you
say „sequel,Go back to the library and at least take
a look at the brothers final fate (which shows that you don’t want to get
on Atrus’ bad side This concludes the Myst walkthrough but there are many
things to see in this game that were not touched upon her While they do
not play a key role in solving the game, many of the items are very detailed
and you may spend considerably more time just exploring Mys Enjoy!

END OF SOLVE

Kody do gier

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