MYST -- The Solution -- MYST - Part 1 Myst was sent grovelling to the floor by Andrew Wielochowski (Sorry I think I got a bit carried away!) "The Surrealistic Adventure That Will Become Your World" "So you're quite definitely stuck. If you aren't stuck don't read this until you are. If you are stuck you are now feeling the urge to really really ... get past that bit you're stuck on. In the manual you are ensured there is a logically way past everything. But now your whole faith in human society is slowing filling your little garbage bin of eternal destruction. Well... NO MORE... It is time to GET EVEN!" You must of course know that there are four ages on Myst. If you don't you really are stuck. Let me guide through each age until you escape victorious in honour and glory. >>THE AGES<< Channelwood > An age of treehouses, trees, windmills and water!!! Selenitic> An age of construction!!! Stoneship> An age of sea,tunnels, lighthouses and electricity generators!!! Mechanical> An age of metals and cogs!!! MYST Island!!! You look around. You can hear the gentle lapping of the sea and sound of gulls high in the air. You are now in your own world, a MYSTerious world. Starting from the Docks. There is a secret door left, but we shall return to that later. Now go forward. The mysterious box in front of you is a marker switch. The switch is in the "on" position so you do not need to touch it now. Go up the steps. You will see the base of some building. Turn Right and go up the steps towards the cogs. Once at the cogs just flick the marker switch up. Now go down. And along the walkway to the next steps going up. As you go up you will see a note. You don't need the note yet. You should also see another marker switch. Switch this up too! Now go ahead till you can see a pier leading to a rocket. Turn North. You should be facing a large ornate building. Go into the building. This is the library. Go into the centre of the room and turn around fully. You will see... a bookcase, a fireplace, a map, an exit, a map, a red book, a picture of a bookcase, a blue book and a picture of an exit. Go to the bookcase. You will discover they are all burnt except for a few. Find these. Read them in order. They provide interesting background knowledge for the ages of Myst! Now leave the library. Turn Right and go along the pier to the rocket. Switch the switch up on the marker switch and turn around. Now turn to face the font which is surrounded on the left and right by pillars. Near the font is a marker switch. Flick the switch up. Now go on past the font. Go forward until you see in the distance the clock tower. You should see two paths. When you are level with the paths. Turn left and you will see a wooden building. Go and switch the marker switch by it and then return to your original position. Turning Right will reveal a brick building. Go up to the building and flick the switch. Now return to the library. In the library go to the red book. Pick up the red page and click on the red book. The page will go into the red book. Now open the book and listen carefully. Now leave that book and go to the blue book. Pick up the blue page and click on the book. The page will go into the book. Now open the book and listen. Basically in the red book is Sirrus who claims he has been wrongly imprisoned. He needs red pages to escape. In the blue book is Achenar who claims HE has been wrongly imprisoned and he needs the blue pages to escape. Ignore this for now. Go to the map and click on the map. On the map will appear the building on Myst. This is why you need to flick the switches. Now click on the round circle at the far right end. A line will appear. Hold down the cursor and the line will move. Now move it to the cogs. The line will go red. Stop when it is red. Now go up to the picture of the bookcase. Go right up and click on it. The picture will twist and twirl and you will see the bookcase turning into a secret staircase. Yes! Now go up the stairway and along the tunnel to the elevator. Go into the elevator. Close the door ... clang ... Push the blue button and hold onto your horsey hair. The elevator stops. Open the door and step out. You are in the tower of rotation. In front of you is a ladder with a book sign. Right. Turn to face the elevator. Now go around the elevator and you will see a ladder with a key sign. Go up that ladder. If you had the red line on the cogs when you left the map you should now see a blank wall with a brass plaque saying:- 2:40 - 2,2,1. Now every time you turn the tower of rotation and the line ends up red on a subject it means a panel will appear up here. Okay now go back down to the library and click on the picture of the exit. The exit picture will swirl and an exit will appear. To save time I have done this below:- Using the Tower of Rotation. Turn the tower to the COGS:- 2:40 - 2,2,1 What to do> Now go to the clock tower. To get there go past the font and then you will see it. Continue straight on to get there. Now look down at the wheels. At present the clock is set to 12 O'clock. You must change this to 2:40. To do this you must use the small wheel to turn the small hand and the big wheel to turn the big hand. So set the clock to 2:40 and look up. A bridge made of gears will appear. Cross the bridge to the clock tower. Flick the marker switch up and then go inside. You will see a some levers and a combination device. You have to set the combination to 2,2,1 ... WAIT! Don't rush into it. Pull the right lever twice and now pull the left lever to the middle and hold it there. First two numbers will change to 2,3,1 and then the middle row will change until the lever is let go. Let the lever go just as it comes to 2 and then the cogs at the bottom will rotate and half will vanish leaving half a cog. This has done exactly the same thing to the cogs near the dock. If you return to the cogs you can enter a cog and find a book linking you to the Mechanical Age. DON'T GO THERE YET! Turn the tower to the Ship:- October 11, 1984, 10.04am / January 17, 1207, 5.46am / November 23, 9791, 6.57pm What to do> Leave the library. If you are there. Now go left until you can see the path down to the docks. Left from that path by the marker switch and the note is a building. Enter that building and you will see a dentist-like chair. Turn around and press the blue button on the wall. The lights go out. Sit on the chair and click on the funny device above your head. You will see it clearly now. Set the MONTH to October. Set the DATE to 11. Set the YEAR to 1984. Set the TIME to 10:04am. Now click on the square flashing button. The image of the stars will move. Note the new star pattern. Now enter the next 2 dates etc. and note their star pattern. You should now have 3 different star patterns. Click on either of the lit handles on the side of the device. Get out of the chair and go back to the library. Go through the books. In one book it has a set of constellation patterns and their names. If you did the above correctly you should have the names: Leaf, Snake and Bug. Now leave the library and go outside. Examine each box by each pillar. When you have found a box with the Leaf symbol click on it. Now find the Snake or Bug and do the same to each. You will hear the sounds of water parting and if you turn around you will see the model ship in the font has been raised. Like before if you now went to the docks you will see a ship has risen from the waters. If you go abroad the ship you can go down to the cabin and find a book linking you to the Stoneship age. DON'T DO IT YET! Turn the Tower to the Wooden Hut:- 7,2,4 What to do> Leave the library or whereever you are and go to the wooden hut. Go in and up to the boiler. Turn the wheel fully and then turn around and go to the safe. Set the combination to 7,2,4 and click and pull the handle down. The door will clang open and inside is a box of matches. Open the match box and get a match. Click the match on the box and it will light. Now turn around and go back to the boiler. Click the match on the small square on the bottom left hand corner. The boiler will light and you will hear a TAATWING sound. Go out of the room and click on the trees on the left-side. You will see the tree moving. A opening will appear. If you get into the opening it will take you up or down. If you are high up then press and hold down the button to go down. If you go down you will go underground. To a room. In the centre of room is a book which will link you to Channelwood. Turning around you will see a wheel, turning the wheel controls the action of the elevator. DON'T GO TO CHANNELWOOD YET! If you myst (ho ho ho!) the elevator then wait for the noise to stop and go back tothe boiler room and turn the boiler off. Now quickly go back to the tree. Turn the Tower to the Rocket:- 59 Volts What to do> Go to the brick room from whereever you are and enter the passageway from it. Go down to the door and push the blue button to open the door. Go into the room. You have to get 59 Volts to the Rocket to power it up. Here is how. = : Push button - : Un-pushed button. = = = = = = - - - = Push the buttons so they are in the above pattern. 59 should now be displayed on both dials. Now go to the rocket. You will now be able to enter the rocket by clicking on the door. Go into the rocket. At one end of the rocket is a ball of glass. Go to this. You will see a some sliding buttons to the left of it. Next to these buttons is a lever. Each position the button can slide into plays a different note. Now turn around to face the end of the rocket. You will see a keyboard. The keyboard does work. Now leave this room and go to the library. In one book you will see a picture of the keyboard and keys highlighted and numbered. Write these down in the right order and the return to the rocket. Play the first key on the keyboard and memorise that sound. Now go to the glass ball and sliding buttons. Set the first sliding button to the same sound as the first keyboard key then play the second note and match that on the second button. Once you have done the same to all of them you must pull the lever fully down and then the device will automatically play them. If it is right an image of a book will appear on the glass screen. Click on the book to open it and then click on the landscape to link to the Selenitic age. DON'T LINK YET! Now go back down towards the dock. First read the note on the floor. It tells you to enter the number of marker switches in the imager, by the dock. Go down to the dock. Go forward and turn around until you can see a door. Click on the door and it will slide open. Go down. Go down the steps to a cauldron. Turn around to face the exit. Now click on the sign on the wall. You should see it close-up. Click on the red light on the top left hand corner of the sign and the sign will slide away to reveal a number. Change the number to 08 and then push the button. Now turn around and face the cauldron. On the cauldron there is a small button. Push that button and listen to the message. CONCLUDED NEXT ISSUE WITH THE MECHANICAL AGE AND THE STONESHIP AGE!!! @~Yup, see Issue 52 for the conclusion of this solution - o -