MYST Solution by Neil Shipman Myst Island: Begin by exploring the whole island. Read the note dropped by the side of the path. Count the marker switches and turn off the 7 out of 8 that you can reach. Their locations are: the dock, the cogwheel, outside the planetarium, the spaceship, by the stone basin, outside the brick building, outside the shack and at the base of the clock tower. Open the door on the dockside. Read the notice on your right at the bottom of the stairs. Click on the top left-hand corner to open a panel. Set the counter to 08. Click on the red button. Go to the dimensional imager (which has been showing the water- turbulent pool) and press the button to hear the message. Read all the books in the library. Pick up the red page and read the red book. Pick up the blue page and read the blue book. There are 4 large books in the bookcase which haven't been touched by fire and one smaller, partially burnt code book. Click on the red picture to lower the bookcase. Look at the picture of the island. Rotate the tower until a red line indicates a point of interest. Go over the bookcase and down the passage. Go up in the elevator to the tower. Climb up and look out to see the point of interest. Now look round behind the elevator and climb up to read the information on a plaque. Repeat this for each of 4 points of interest. These, and their relevant information are: Tree 7,2,4 Spaceship 59 volts Cogwheel 2:40 2,2,1 Ship OCT 11, 1984 10:04 am JAN 17, 1207 5:46 am NOV 23, 9791 6:57 pm Return to the library. Click on the picture of the arch to open the library door. Decide whether you are going to pick up [1] the red pages or [2] the blue pages. If you want, during the adventure you can return to each of the 4 Ages and pick up the other coloured page. The Tree: Go to the shack. Set the counter on the safe to 724 and open the safe. Get a match from the matchbox and strike it on the side. Light the boiler. Turn the wheel clockwise at least 14 times to get the gas going and bring the boiler up to pressure. Every time it bangs the tree rises up. Let it do this at least 8 times then turn the gas off and move quickly round to the tree. Enter the compartment to go below ground. Open the book to be transported to Channelwood. Channelwood Age: Go to the windmill and open the tap at the bottom of the water tank. Follow the pipes back to the motor and cabinet which are immediately accessible. Alter the water flow junction switches as you go to provide water for the hydraulic motor. Get in the cabinet and close the door. Pull the handle down to engage the motor and go up into the trees. Explore the locations up here. From one of the tree houses you can see the stairs winding down. Pull the lever in this house to open the gate at the top of the stairs. Go to the top of the stairs, walk down and open the gate at the bottom. Alter the junction switches to bring water to the motor here. Walk back up, turn round, get in the cabinet and go up into the top tree level. Turn round and take the path to the right of the cabinet (as you look at it). Go to the room with the bed. Open the right drawer under the bed and read the torn page. [1] Open the drawer on the desk and pick up the red page, or [2] explore the other locations and pick up the blue page from the floor of one of the treehouses. Return to ground level via the cabinet and stairs. Alter the junction switches to bring water to the motor by itself furthest from the windmill. Pull the handle on the motor. Cross the bridge which appears. Go right at the next junction and turn the handle at the end of the walkway to extend the pipe over the gap. Alter the junction switches to bring water across the gap to the motor by the final cabinet. Go up in the cabinet. Use the Myst linking book to return to the library on Myst island. [1] Open the red book with the red page and listen to Sirrus, or [2] Open the blue book with the blue page and listen to Achenar. The Spaceship: Go to the brick building. Go down the stairs into the power control room. Look at the diagram on the wall by the door. Set the generator switches to add up to 59 volts by turning on numbers 1, 3, 4, 6, 7 and 8. Return to ground level. Climb the pillar behind the building and hold the switch down. Go to the other pillar south of the spaceship, climb it and hold the switch down. (Both switches jump back up but this doesn't matter.) Enter the spaceship. Set the sliders below the screen to hear the notes C, C', E flat', F, B flat, using the organ behind you to check on these. Pull the lever and watch the screen. Touch the screen to be transported to the Selenitic Age. Selenitic Age: Go to each of the five sites with a microphone and communications dish. Press the button to light the emblem and listen to the sound at each one: Clock hands Clock chime / Slapping shutters Drops of water Running water Flame Roaring fire Crystal Whistling tones Plume Wind [1] Pick up the red page at the crystal/whistling site, or [2] Pick up the blue page at the drops of running water site. Go down the manhole at the plume/wind site and under the water to the small island, flipping the green lever to light the way. Open the doors to the receiving station and look at the console. Click on the first emblem and pan round with the arrows until you can hear the right noise. Both arrows must be dark to ensure that you are locked in. Repeat this for each emblem. The coordinates are: Water 153.4 - Fire 130.3 - Clock 55.6 - Crystal 15.0 - Wind 212.2 Press the E switch to play the sounds automatically in the right sequence. This is: Whistling, Water, Wind, Fire, Clock. Go to the brick building and set the levers to this sequence. Open the door and go down the tunnel to the subway capsule. Get in it, sit on the seat and click on 'Forward' on the display. When down on the tracks negotiate the capsule in the following directions: N - W - N - E - E - S - S - W - SW - W - NW - NE - N - SE Get out of the capsule and go down the corridor. Use the Myst linking book to return to the library on Myst island. [1] Open the red book with the red page and listen to Sirrus, or [2] Open the blue book with the blue page and listen to Achenar. The Cogwheel: Go to the box opposite the clock tower. Turn the right handle twice and the left one eight times to set the clock to 2:40. Press the button and cross the pathway of cogs which appears. Turn off the marker switch. Enter the clock tower. Pull the handles to set the numbers to 2,2,1. (If necessary, they can be reset and the weights raised by pulling the handle over on the right.) Go to the cogwheel and down the stairs which have appeared. Open the book to be transported to the Mechanical Age. Mechanical Age: Cross the bridge and enter the fortress. [1] Go to the room down the left-hand corridor. Click on the wall at the bottom left corner of the tapestry as you face the black marble seat to open a concealed doorway. Enter the room behind the picture. Read the scroll in the wine rack. Click on the dark opening to the left of centre of the screen which shows two bright lights to enter another room. Pick up the red page. Return to the main room and leave by the other exit. Go down the corridor to the other room, or [2] Go to the room down the right-hand corridor. Click on the wall between the seat and the fortress rotation simulation controls to open a concealed doorway. Enter the room and look at the shelves. Pick up the blue page and return to the main room. Look at the fortress rotation simulation. Using the two levers, swing the needle and set it to the south, east and north, noting the different sound in each case: South Low clunk East Tsszzz North High ping Leave by the other exit and go up the corridor to the red button. Push the button and descend the stairs. Pull the lever to set the symbol on the display so that central C opens to the bottom and it turns red. Go back up and push the red button. Cross the bridge and enter the elevator. Press the Up arrow. At the next floor press the central bar and get out of the elevator before the door closes. Look at the fortress rotation controls. Using the sounds you have heard turn the fortress to the north, lock it in and press the button. Then leave via the elevator and corridor and cross the bridge to the island. Look at the symbols on the display: down- facing C and triangle/rectangle/triangle. Return and repeat this for the east island. The symbols here are: a ball over three triangles and a solid hemisphere. Return and rotate the fortress back to the south. Go back to the south island. Input the symbols on the console. Go down the steps which open up. Use the Myst linking book to return to the library on Myst island. [1] Open the red book with the red page and listen to Sirrus, or [2] Open the blue book with the blue page and listen to Achenar. The Ship: Go to the planetarium. Turn off the lights. Sit in the chair and click on the console above you. Use the sliders to set the date and time to one you know from the plaque in the tower. Press the button at the side of the star-screen. Look at the constellation. Repeat for each of the other two dates and times. The three constellations look like a Leaf, a Snake and a Beetle. Go to the pillars on the avenue north of the stone basin and click on the leaf, snake and beetle emblems. The model ship in the basin rises up and so does the real one by the dock. Go to the ship, open the rear door and go below deck. Open the book to be transported to the Stoneship Age. Stoneship Age: Go across the planks to the umbrella. Push the right-hand button. This drains the water in the lighthouse. Go to the lighthouse and down the wooden steps to the bottom. Open the handle on the side of the chest to drain the water out then close it. Return to the umbrella and push the middle button. This will enable you to get down into the mountainside. Return to the lighthouse and open the now floating chest with the key. Pick up the key from inside the chest and unlock the padlock at the top of the ladder. Open the hatch and go up to the top. Look at the battery. Turn the generator handle at least 8 times to fully charge the battery. Go back to the deck, cross over to the other ship and climb up the wooden track around the mountain. Look through the telescope. Pull the display through 360 degrees. Note that the top of the lighthouse is at 135 degrees, i.e. SE. Go back down the track and turn right into the first entrance in the mountainside. (If you have taken too long with the telescope and the entrance is dark you must go and recharge the battery.) Go down the steps and through the door into the room at the bottom. Look at the chest of drawers on your right. Open the next to bottom drawer and read the torn page. [1] Look at the bed and pick up the blue page. Go back up one flight of steps (2 clicks forward) and click on the left-hand door to open it. (If you approach this from the surface it's 3 flights (6 clicks) down from the entrance.), or [2] Return to the lighthouse and recharge the battery. Go down the other entrance into the room at the bottom. Look at the chest of drawers. Open the bottom drawer and pick up the red page. Go back up one flight of steps (2 clicks forward) and click on the right-hand door to open it. (If you approach this from the surface it's 3 flights (6 clicks) down from the entrance.) Go through the door and along the walkway to the compass rose. Push the button at 135 degrees, i.e. SE, to light the submersible lamp. Return to the umbrella and push the left-hand button to open the rear door on the ship and go below deck. Go through the door into the room at the bottom. Keep going until you see a table. Click on the table to produce a Myst linking book. Use the book to return to the library on Myst island. [1] Open the red book with the red page and listen to Sirrus, or [2] Open the blue book with the blue page and listen to Achenar. Either brother tells you about the codebook on the bookcase and gives you the number 158 to enter into the panel in the fireplace. Look in the book and note the pattern for this number. The Finale: Go to the dock and, having made sure all the other marker switches are off, turn the one here on. Get the white page. Return to the library and enter the fireplace. Click on the switch on the left-hand side. Click on the panel to produce the pattern for 158 then click on the switch. Open the green book and listen to Atrus. When he has finished talking click on him with the white page. You are transported into his presence. Give the white page to Atrus and he will complete the Myst linking book on his desk then disappear for a short while to deal with Sirrus and Achenar. Listen to him when he returns. Use the Myst linking book to return to the library on Myst island. - - - - - The End - - - - - Note: The message on the torn page tells you to turn the marker switch by the dock 'off'. This is wrong - it should, of course, read 'on'. - o -