Myst Island Help

There are several way to finish MYST. The easiest is to first understand MYST Island, and then go to each Age as you discover it. You can complete MYST in any order. The order that follows is arranged this way just for my convenience in explaining. You can do things in any order!



First things first-What's with this note?


Two Notes:

1. This note step is not vital to finishing MYST.

2. You should first go around the Island and flip all the "marker switches that you see. (There are 7 you can switch and 1 on the clock tower that you can't. There are 8 all together)

As you entered MYST, you may have noticed a "hidden" door that leads down some steps into a room with a fountain or pool. Go in it and drain the water from it by pushing the button in front. Then turn around. You will see a scrap of paper on the wall. On this piece of paper are three things with three numbers. You can ignore them. Click on the paper. It opens and shows two numbers. Enter the number of Marker Switches--8. Turn back around and click the button on the pool (known as the "imager"). You will see a message that Atrus left for his wife, Catherine, telling her of his problem. You can deduce from his message that your task is to figure out which of his sons is guilty.



Using the Library

There is a bookshelf with some ratty looking books. Find it. There will be 4 legible books. Read them carefully and draw out any drawing you see in them (Except for the book with only puzzle clues) Pay attention, there is some good information in those books that will help later. Then, find the red and blue books. There are pages laying next to each one. Put the red and blue pages in the respective books. click on the book, and you will see a message from each of of Atrus's sons, Sirrus and Achenar. They both tell you to find the red and blue pages to set them free. This is the point of MYST, so listen carefully. In each of the four Ages (worlds) there is both a red and a blue page. You should get them both (since you can only carry one page at a time, you'll have to go twice to each Age). Next, to get the clues you'll need, click on the map. It should have white outlines of where you have flipped markers. Start the tower rotation by holding down of where you have flipped markers. Start the tower rotation by holding down the tower and watching it rotate. You'll see that when it passes [Image] some areas, the beam turns red. Stop on the red spots! This tells you a book that leads to another Age is stored there. (Atrus calls them the "places of protection") Click on the painting that makes the bookcase drop. Follow the tunnel and elevator to the top of the tower. There will be two ladders. One with a book and one with a key. The book ladder shows you where the book is, and the key that you will need to solve the puzzle that leads you there. What follows are explanations to each puzzle that take you to each Age.



Solving the Tree Puzzle--getting to Channelwood!


This one is the hardest to figure out, I think, if you don't know what's going on. The clue for this puzzle is 7,2,4. Inside of the cabin, there is a safe right beside by the door. 7,2,4 is the combination that you should use to open it. There is a a match in it. Light the match, turn around, and go to the boiler. Put the match in the slot in the bottom left-hand corner. Crank the handle with the GREEN arrows. Go until you start to hear a loud sound. Wait until it stops, then crank the wheel back the other way with the RED arrows. Go again until you hear a loud sound. Go quickly behind the cabin. You should see an opening in the tree coming down at you. Climb in the opening. It will take you down. Click on the book, and go to the Channelwood Age!



The puzzle of the sunken ship


The clues from the tower rotation are: October 11, 1984 10:04 AM, January 17, 1207 5:46AM, and November 23, 9791 6:57 PM. Go back to the planetarium and turn the lights off. Sit in the chair and look up. Enter the dates into the machine. You will see three different constallations. These will look familiar if you copied down the constellations written in the books in the Library. These constellations are matched up with symbols. They are Leaf, Snake, Bug. If you go back to the tiny sunken ship in the pool, you will notice pillars with animals and symbols on them. click on the pictures on the pillars next to the pool. The tiny ship will rise in the pool and the big one will also rise in the harbor. Go down to the harbor, go into the cabin. Click on the book, and go to the Stoneship Age!



Golem in the Gears (Gear Puzzle)


The gears are actually opened up by solving the puzzle at the (Image) clock tower, which is in the water. By turning the two wheels or valves on the shore, you can change the time of the clock. Set the time for 2:40. A bridge will appear from the water. When you get into the clock tower, there is a game like a slot machine. You have to crank right, left, right and quickly pull while the wheels are still is going, so that only the top row moves to get 2,2,1. PC users can also use right- click to stop the wheel ( At least in win95 you can). Return to the gears, a trap door will open, exposing a book, click on it, and go to the Mechanical Age!



Solving the Spaceship Puzzle


The hint from the tower is 59 volts. If you go to the generator room, (it has generators as far as the eye can see and a yellow light on top of the building). There are 10 buttons that control the yellow light on top of the building). There are 10 buttons that control the [Image] power. Each one has a different value. Clicking each one on will either add or subtract that value. There are many, many combinations that will produce "59". There are also handles behind the generator building that will reset everything. Now that the power is on, you can open the Spaceship door. If you kept good notes at the library, you will remember a piano key diagram. (OR you can go back to the library now and get it!) There is a keyboard in the spaceship that is the same as the diagram. 5 notes must be reproduced in order, first on the keyboard, then on the lever/control panel in the nose of the ship. The easiest way to get the same notes on the lever machine is to count the notes as you raise the levers. This is tough and will make you mad! Count up (in order 1-5), 8 notes up, 20, 23, 13, and 6 notes up. Then pull the lever. It must be exact! It will play the notes. If you did it right, a light comes on, and the next book appears. Click on it, and go to the Selenitic Age.



You are now ready to proceed to each Age.


(Channelwood) (Stoneship) (Mechanical) (Selenitic) (Finishing)





Channelwood Age Help


Turning on the power around here


This world is powered by windmill energy and water. So, before we can do anything, we need to hook everything up right in the windmill. To get there,follow these directions: (f=forward, l=left, etc.)

F,F,F,FL,F,FR,F,FL,F,F,F,F


If you look down here, you will see a switch, much like the switches controlling train tracks. Water (which=energy) can only flow to some places at some times. We will have to throw the switches correctly in order to power the things we need in this world. We will use this particular switch as a reference point. I'll refer to it from now on as the starting switch. Looking forward, you will see the windmill. Go inside, so we can power up! There should be a faucet handle at your feet. Turning it will start water flowing. Energy will now start flowing on Channelwood. HINT: You will be able to hear running water when you are standing on top pipe that has water flowing through it.



Getting to the Elevator


Go back outside the windmill to the starting switch. Look down at the switch, and make sure that the water is flowing to the left. We can't get to the stairs yet (which we will need) Go: Forward-left, Forward, Forward , Forward and check the switch. The water should be going to the right. Forward-right, Forward and check this switch. Water should be going right. Forward- right, Forward and check this switch. Water should be going right. Go Forward-right, Forward, Forward, Forward. A motor will be running. Open the elevator door and get in. Throw the handle and take off!



Navigating the second Floor


NOTE: THIS IS TOUGH TO FOLLOW. Go: Forward, Forward-right, Forward-right, Forward, Forward, Right, Forward, Forward, Forward. From this room (lots of pots laying around) go Right, Forward, Forward, Forward, Forward. Throw the Switch. In the distance you'll see something moving. That's where we need to get to. Turn around 180 degrees. Go Forward, Forward, Forward, Forward. From this room (again!), go Right, Forward, Forward, Forward-right, Forward six times, Right, Forward, Forward, Forward, forward down the stairs. Open the door. Go forward five times. We're back at the started switch. Change the water to go toward the stairs (right). Go left, and then forward six times. Climb the stairs, turn left, and there's the elevator. Flip the switch-it'll take us to the third floor. Get out on the third floor.



The top floor


Turn around 180 degrees. Go Forward-right, Forward, Forward, Forward. This is a bedroom of some sort. There is a night stand in the room with drawers. Go to is. The Red Page is in the left side. On the right side, you'll find half of a white note-this is a Vault note. COPY THE INFORMATION DOWN. IT IS VERY IMPORTANT!!! This is one half of a note, with the other half in Stoneship. Leave the room and go forward four times, forward- right, and then forward again four times. This room has some smoke and mirrors, but we're on our way out! Leave by going out the opposite door you came in. Go right, forward, forward, forward-left and forward. Enter this room to find the blue note! There are some messages in this room using the machine. They are not that important. Go out of the room and go forward twice, forward-right. Get back to the elevator. Throwing the switch will get you to the second floor. Go down the stairs.



Going back to MYST


Start from the starting switch. Change the switch to the left. Go forward-left, forward, forward, forward. Change this switch so the water goes right. Go forward-right, and forward. At this switch, make sure the water is going left. We'll go forward- left and forward. Go left with the water forward-left and forward get's you to a bunch of forwards until you see and engine/pump lookin' thing at the end of the path. Forward-right, forward, Forward, forward. Flip the switch and watch a magic bridge appear! Follow the path forward until the elevator. Turn around and trace the pipe left, until it runs out. Find the crank here and crank it, the pipe will extend. Turn around, head towards the elevator, but go past it back to the bridge motor/pump. From here, go forward, forward, forward, and forward-left. Go forward, forward-right, forward, look down. Throw the switch to the other side. Turn left. and go to the next switch. The water should be flowing beneath your feet. Turn around, go forward, Right, forward, Forward-left, Forward, Forward-right, and a ton forwards until you reach the elevator. Get in. shut the door and throw the lever. Open the door and you'll see the MYST book!



Stoneship Age Help


Stupid key tricks


Go out to the little pump island. There will be three buttons to click. Touch the one on the right. you will hear an engine type noise that is the water being drained out of the lighthouse. Go to this very same lighthouse. There is a small door above your head when you are just standing in the main room. You will see a key on the floor. It is on a chain that moves. At this point, you ask yourself "huh?". If you turn around and look down, you will see a set a stairs to go down. The chest down there is locked, BUT you will see a drain of some sort on left hand side of the bottom of the chest. When you turn it, water comes out. Drain the water, then turn the handle the other way to close the valve. For you young Sherlock Holmes', you now realize that a hollow, wood chest will float! Leave and go back to the pump selector area. Touch again on the third or right most button. Return to the now flooded lighthouse. You can se the key on the floor to open the chest, and take out the key from inside of the chest. This key opens the small door above your head!


Turning the power on and getting to the first bedroom!


Go up and look around. There is a generator with a crank handle. Turn it until the indicator tells you that the batteries are fully charged. Go back and choose the second or middle button at the pump place. Go back to the boat, and turn left. If you go forward six times, you will see an small panel on the left wall. This one way to get to a "secret" room. Don't go there yet! Keep going down the stairs. At the door, press the button and go in. This is a bedroom. To the right is a desk. (You can open the drawer if you want-you'll see a curious looking needle). Left is a chest with drawers. There are things in some of the drawers. We are looking for drawer number four- it has the RED PAGE! Go back out of the room and go up the stairs.



Getting stuff from the other Bedroom


Go to your left and go down the stairs six times or clicks. Here there is a small panel located on the wall to the right. This is another way into the secret room. Go down the stairs all the way, open the door, and go inside the bedroom. To your left on the bed is the BLUE NOTE! If you turn around, you will see a chest full of drawers. Open number six, it has half of the VAULT NOTE! Write down its contents. Turn around, go out and up the stairs.



Using the Telescope and going back to MYST


Find the telescope at the top and look into it. If you point and click on the picture, you can move it. Click and drag to the left. There are degree indicators. The three degree's without a picture of the Island are 115, 135, and 180. This will come in handy! If you haven't had to do so yet, you may want to consider going back to the generator and getting a fresh recharge for the batteries. Go back to the first door (cave- like) we entered on the boat and go down 6 times or clicks. Remember the secret panel to your left? Go into it. Walk down the hallway until the open room. If you look down, you will recognize the rose drawing we saw in the compass. The 135 degree marking we saw in the compass correlates to this compass on the floor. Push the arrow button between South and East (135 degrees!). The lights will come on! Ahead of you is a lamp underwater. Cool picture. Get all the way out and go to the pump buttons. Push the first (left) button, and go back to the cabin door. Go down all of the stairs. At this point, you will see a table in front of you. If you click on it, the MYST book morphs out of the table. Open the book and go back home!



Mechanical Age Help


Getting your paws on the Pages and Getting friendly with the Simulator


You are facing a gear. Proceed inside the fortress. Go left. As you enter the room, face the throne. There is a small indentation on the bottom right-hand corner. If you click on it, a door appears. Go inside. Inside the bottles is the red page. You can grab it and skip to the rest of my instructions. To get the blue page, go into the other room. There is a wierd looking object next to the throne. It's a simulator. Next to the throne is an indentation where the blue page is. (Also amoung the rooms on a wine shelf is a note from Achenar to Sirrus. Achenar claims that Sirrus is greedy)


Go over to the simulator. It demonstrates the rotating of the Island. Push up the left handle, then the right. Pulling them back down again after rototating will yield a sound depending on the degree of rotation. You will need to be familiar with all 4 sounds for 90, 180, 270, and 360 degrees. 90 degrees sounds like a high ping, 180 like a spring coiling, 270 like a bird flapping its wings, and 360 is a dull, hollow, metallic sound.



Finding and using the Elevator


If you retreat into the hallway, you will see a small red button on the wall. When you click it, the floor drops down. You will see a display with two upside-down "c"'s. Line them up until they are red in color. Turn around and go back up the stairs, click the red button (thus elevating the floor back again). Walk into the elevator.


In the elevator, choose the "up" button. Once on the top floor, click the middle button and hurry and get out of the elevator. It will descend the half a floor and you can climb in top of it. There are controls on top of the elevator. You can now rotate the fortress by pushing first the left and then the right lever, waiting, and then pulling them both back down to check your progress. You need to move it 180 degrees. (Spring coiling sound)



The Islands, mon! and Getting back to MYST


Rotate the island 180 degrees and 90 degrees to get to those respective islands. Each one holds 2 of the 4 symbols that you will need to enter to get back to MYST. There really isn't anything on the islands but the symbols. (remember, the second time around to get the page you didn't get before-don't move the fortress! Just grab the page and enter the symbols. It's still the same!) Once you have the 4 symbols, simply enter them into the machine on the original island you started at (yes you have to move the fortress back!). The symbols are: 1. upside down "c", 2. opposite pointing triangles flanking a retangular box, 3. three small triangles pointing up towards a ball, and 4. the left side half of a full moon. Hit the red button, and the MYST book appears. Click and get home!





Selenitic Age Help



Finding the Pages and "Buttons"


You start in the spaceship. After you step off the path, you pass a door on your right. Two clicks forward from the door, turn and face left. If you follow the path, you will come to a small creek or stream that you can hear. There is both a button to press, and the blue page here. The button turns on a microphone. There are 5 microphones in all, and 5 different symbols for each. Get back on the main path. Go up the the stairs in front and to the left of you. Click on the button at the top of these stairs. You can hear the volcano like chasm. Get back on the path and go until the large clock. Click on this microphone. Continue forward and take a right at the fork. Continue down the path, down some stairs, and find a mike for a tower looking symbol. You will find the red page here. Retrace your steps back to the fork. Go right. You will find the final button to click at the wind symbol.



Playing with what is known in MYST circles as: the Rebroadcast Station


There is ladder here, go down it. Turn on the light. Turn around and walk down the tunnel. Climb the ladder, and climb the stairs. There will be a box looking thing with metal doors. Click it to open. There are tuner buttons, 5 symbol buttons, and a "sigma" or playback button. The objext here is to "tune" in the sounds of each object with where they are on the display. You can do this by hand, letting the display tell you when you are close (the hand will blink a lot). Or, you can enter the following numbers. To enter them, click on the symbol for stream, volcano, clock, tower, or wind, tune in the number, and move on to the last one.

stream --- 153.4
volcano --- 130.3
clock --- 55.6
tower --- 15
wind --- 212.2

After entering the numbers, press the sigma or playback key and listen close. The order played back is different. You need this order to get into the shack. The order is: tower, stream, wind, volcano, clock. Enter them into the panel on the shack you passed earlier. Push the button and enter!


I'm inside the shack-Now what?


This demented donkey-kong country nintendo action sucks. It takes forever of trial and error to map out where to go. Just follow these instructions: Get into the driver's seat and press "FORWARD". Here are the steps:


N, W, N, E, E, S, S, W, SW, W, NW, NE, N, SE, exit the vehicle,
click on the book and get back to MYST.


Finishing MYST



First things first-SAVE YOUR GAME!




NOTE---It's pattern number 158 in the far right book, middle shelf.


Enter the pattern correctly by pushing on the slate in the right area. When you're down, flip the switch. The fireplace moves and opens. There is a GREEN colored book. Be careful Open the book, without double clicking on the page. Atrus will appear and talk to you. Click off of the book to put it away. Get back in the fireplace, flip switch. At this point, if you copied down the VAULT notes we found, you would know that you are now supposed to make sure that all the marker switches on MYST Island are switched (you should have done this earlier), except the one by the boat dock where you started out. Do this. Go down to the docks and flip the marker off. The WHITE PAGE will appear. Go back to the fireplace.


You're all ready to end it!!!


Enter the correct fireplace code and pick up the GREEN Book. Now you can travel to Atrus in Dunny by touching the page. Atrus is working at a desk. Give him the page. He leaves to take care of "something". You WON! Atrus will now tell you about an upcoming adventure (MYST 2). Here are the ways to end MYST:


ONE: Drop the white Page, and take the Red page to Sirrus. LOSER!
TWO: Drop the White Page, and take the Blue page to Achenar. LOSER!
THREE: Drop the White Page, and go Dunny without the White page.

LOSER! You should have listened to Atrus. You'll have time to learn. You're now stuck with him Dunny.


You can take the Myst book from the desk and go back. You are free to explore all the ages of Myst. Notice that where the Red and Blue books where are now fried, burned areas. That was the business Atrus took care of when he took off for a second.


You're all done!!!!


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