REAL MYST MASTERPIECE EDITION
Title: Real Myst Masterpiece Edition
Producer Ubi Soft
For: PC
MS Word: Courier New
Created: 6/2019
By Ghidrah
EMaul:
[email protected]
If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with its use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
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As with all my guides, find some legit trick I missed, I'll give you credit
for it in the guide and an insert amendment to the guide where it will be
used.
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for this PC version of
the game.
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1. JUNK
2. OPTIONS
3. BRIEFING
4. WALKTHROUGH MENU
5. SOLUTIONS
6. NOTES OF INTEREST
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1. JUNK
Myst is the 1st installment of a great puzzle game series. Apparently you,
we, I, make the mistake of finding opening and touching an interesting image
in a book, then to be whisked away to an island in the middle of we don't no
where. After a short bit of exploring we find a message from a person named
Atrus to a woman named Catherine. There are many things to explore with
interesting and sometimes difficult puzzles to solve.
This is Realmyst, an updated version of the original frankly the original was
fine by me but I have to say they were successful at prettying the game up.
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2. GAME OPTIONS
There's 2 ways to get to options/settings, from "New Game" when beginning a
new game you'll be moving through the menu and from "In Game" by pressing the
Escape Key. Once in Options/Settings look to the bottom right area of the
screen click on the Icons till you enter the screen of choice.
There you have a choice of the traditional movement type (Point and Click) or
(Free Roam) also image quality and resolution adjustments.
KEYBOARD OPTIONS
ESC opens and closes the main menu leading to "Settings", "Movement Mode",
"SAVE" and "LOAD" screens.
It's a shame the game doesn't allow for keyboard customization I hate
interacting with "SHIFT" and "CAPS LOCK" I'd rather the "R" key as my run key
FREE ROAM
WALK
1. Walk is default mode; for variety, you can toggle "RUN" on and off by
holding the "SHIFT" key down when needed and releasing it when not required
2. When there's cause for sustained running press "CAPS LOCK"
FLASHLIGHT
You can turn the "FLASHLIGHT" on or off in 2 ways, by entering the "MAIN
MENU" and pressing the flashlight icon or by pressing your keyboard's F key
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3. BRIEFING
1. When you start the Real Myst game, if you've played and made any saves
you'll land where the last save was made, if so and you're looking to start a
"NEW GAME" click the Escape Key then click "NEW GAME". If you're beginning
from a new install you'll go through the process described below. You'll
watch and listen to Atrus, game credits roll past and then the MYST book
lands in front of you. Take possession, open and touch the page's mini
window, (flying over water). The 1st screen is the movement option the
Classic Myst (point and click) and Free Roam; I was tempted to go with
classic but went with free roam and happy with it.
Click the arrow for the next screen I suggest clicking "MAX" then Advanced
for the next page. I go with the highest setting for each item except "MOTION
BLUR" and "FOCUS EFFECT", CACCA, leave them blank. Click Apply then give the
game a go. If any anomalies, (stuttering, strobing screen shearing or lag,
etc) return to "ADVANCED" settings and lower one of the item's setting 1
level, "APPLY" and return to the game. If the anomaly continues, repeat the
previous process but on a different item; click "APPLY" and return to the
game. Keep adjusting a different option 1 level and saving till the game
settles, till you find a balance that your system can handle.
(MUCHO IMPORTANTO)
You need a notepad for all things important, for things that may be important
but you're just not sure about and things you're pretty sure aren't. If this
is your 1st time through or it's been some considerable time since playing
you don't know what's important till the fat lady sings. Some important
information and items like clues, buttons and levers are hidden in the
geology and landscaping. You really need to explore and check everything to
acquire all the info needed to solve some of the puzzles and remember some of
the interactive objects have a dual purpose. You need to read all books,
journals and letters you find on Myst and the associated ages.
Break the data down per age so it'll be easy to locate and associate when
needed. Draw and or comment on designs from the Library books or found on the
islands. Backtracking all over hell looking for something or for verification
of said thing is a true PITA.
Like all early point and click Myst games the hand icon, (pointing finger)
changes for pointing up, down or for turning around and unless there's
something of interest to grab, (open hand or maybe knuckles) otherwise it
stays with the pointing finger. In Real Myst free roam not so much hand
articulation, wicked subtle, easy to miss the thumb flick.
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4. REVISIONS
I have no revisions for Myst or Real Myst, either because I never wrote a
guide for it or I accidentally deleted, lost or couldn't recover the guide
when XP died, yet was able to recover Riven and Exile. Or maybe I do have
Alzheimer's, I don't know ... SEE! I bought the 10th Anniversary DVD Edition
shortly after discovering Myst existed which was around 2005-06 wicked late
in the game considering the 3 fer was released in 2003. This guide should
have been written somewhere in 2006-07 along with my original Riven and Exile
guides.
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4. WALKTHROUGH MENU
4.1 MYST ISLAND
4.2 CHANNELWOOD AGE
4.3 MECHANICAL AGE
4.4 STONE SHIP AGE
4.5 SELENITIC AGE
4.6 MYST ISLAND RETURNED
4.7 RIME AGE
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4.1 MYST ISLAND
(NOTE)
The solutions to all puzzles are at the end of the game in section 5
SOLUTIONS
4.1.1 Myst dockside
You appear dockside and begin your journey. Look around, there's a sunken
ship, a terraced hill leading to what looks like Greek or Roman structures
and a hill with a giant gear at the top. Explore the local area, take your
time and keep a notepad close, write down any and all things that may later
prove to be important. You'll come across a letter written by Atrus to
Catherine, read and follow the instructions.
When the task is completed you'll learn of the damage in the Library and the
suspect arsonists. In your efforts to discover the number of Marker Switches
on the islet you came across all structures of interest. If you hadn't
explored the insides of the available buildings now would be a good time. In
order from the dock, we have the Sunken Ship, Gear Hill and the Observatory.
Next is the Library with the fire damaged books, some wall pictures and a
fireplace you can crawl into. The Space Ship in the distance can't be
accessed, the door doesn't operate. The Pool and the images surrounding it on
pedestals, a Power Station, the Boiler shed and tree and the off shore Clock
Tower.
The small brick building on the right mid slope leads to a power station but
we have no idea what to do. Further down slope on the left is a shed with a
boiler a valve and a safe, the boiler is off, valve doesn't appear to work
and I have no idea what the 3 digit safe combo is. Exit and left shows a
raised platform with a tree growing out of it. Lastly at the shore a pedestal
with 2 valves if used turn the clock hands on the off shore tower and the
proverbial "RED" button. Now the work before the real work begins; return to
the Library and begin by picking through the carnage that used to be Atrus'
linking book Library for anything useful and then investigate the remaining
objects in the round room.
What do we know?
1. We have a letter to Catherine from Atrus regarding the Marker Switches and
the For Chamber
2. of the total number of Marker Switches 3 of them are off Islet and all are
associated with points of interest on and off the Islet.
3. The Library has 5 shelves, 3 of them hold 6 salvageable books and 5 of
those books describe Ages visited by Atrus and his 2 sons. The 6th book is a
book of grids with tons of varying 6X8 patterns within it.
4. Each of the 2 remaining shelves has a linking book on it, one book is Red
with a red page beside it and the other has a Blue book with a blue page
beside it.
5. The 2 pictures on the wall have interesting qualities about them that
avail and or disavail one to other places beyond the circular room.
6. 1 wall object in the Library is an overhead view of the island; it's
captioned Tower Rotation, words you should have already heard spoken on the
island. The only visible island structures represented on the device are the
Library and Tower.
7. I've used the picture to rotate the tower to multiple points of interest,
(the structures) on the island but see nothing in the upper portion of the
tower when visited.
What do we want to do?
1. Gain access to all structures
2. Gather more information
3. Get off the islet and go home
What do we need to do?
1. Figure out how to get the tower to work and see the other Islet structures
on the Rotator device.
When you have all the information made available by your research and the
tower you have the opportunity to utilize them in any order you prefer, what
follows will be the path I've followed since I 1st began playing the game
back around 2006-07. Firstly, I activate all 4 ages, the order of the 1st 3
is usually random the 4th age activated is always Channelwood because it's
the age I always enter 1st.
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4.2 CHANNELWOOD
(NOTE)
The solutions to all puzzles are at the end of the game in section 5
SOLUTIONS
4.2.1 WATER LEVEL WALKWAY
Once you access the small room below the giant tree on MYST open the
Channelwood link book and link out. As described in the Channelwood book in
the MYST Library your Link In Point, LIP landed you on a wooden walkway in an
oasis of trees existing within a water world, at least this portion of it.
Explore the walkways, investigate and take notes on all visible and
accessible things. Eventually you'll discover 2 areas with access to the
tree's lower habitation tier. It's the living area used by the late arboreal
group but access is prevented due to a lack of power.
What do we know?
1. There is a door near a generator that leads to a spiral ramp that will not
open
2. There is a windmill on a satellite islet; at the top of the islet is a
building with a storage tank and 2 valves.
3. The tank is connected to a series of pipes that lead down to the wooden
walkways and travel over them to points of interest at water level.
4. The pipes branch off leading in different directions many of those branch
points have Y gate valves that allows one to divert the flow of water to a
different area
5. Currently 3 generators can be found 2 are stationed at the 2 lower tier
access points and one is at the end of the walkway with a missing section.
6. Suspect the wind mill supplies water to the storage tank and the tank
provide hydrostatic water pressure to operate the walkway generators.
What do we want to do?
1. Gain access to the lower tree tier
2. Gather more information
3. Locate the linking book pages of the brothers
4. Find any incriminating evidence regarding the Library fire
5. Find the Linking book back to MYST
What do we need to do?
1. Enable water tank to provide water pressure and to redirect valves to
generators.
4.2.2 HABITAT LEVEL
When you've gained access to the habitat level, take your time, explore all
paths and take notes on all items of possible interest. Eventually you'll end
up at an elevator that leads to the upper level habitat area but it isn't
working. There's a door leading to a spiral ramp that descends to the water
level and you can't open it.
What do we know?
1. The elevators rely on generators for power
2. The spiral ramp door this level also does not open
What do we want to do?
1. Gain access to the upper habitat level
2. Locate the red and blue pages
What do we need to do?
1. Find the remote switch that opens the ramp door
2. Activate the 2nd tier elevator
Once you have access to the upper habitat as always take your time and
explore the area. There isn't a lot to look at or for on this level, locate
and decide which page you want to take back first.
4.2.3 Returning to the island of MYST
Once you decide which page to take back or take back 1st it's time to locate
the linking book to MYST Isle. After what you've learned about the age and
its devices it won't take you long to locate and access the MYST book.
Install said page in the proper prison book, listen to your basket case of
choice then return to Channelwood for page #2 or not, link back to the
Library and listen to Mr. Flakypuff. Once you've had enough of the bloviating
pair close the books and prepare for your next adventure I like going to
Mechanical Age.
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4.3 MECHANICAL AGE
(NOTE)
The solutions to all puzzles are at the end of the game in section 5
SOLUTIONS
4.3.1 THE ROTATING HABITAT
Run to the giant gear near and above the dock, the linking book is exposed
and waiting for you. Your LIP, a small satellite isle, dubbed Isle #1; take a
moment to look around. Mixed into the huge discarded gears covering the isle
is a small pedestal it has 4 wheels, each wheel has the same 9 different
images each wheel has its own green button. A walkway leads to a large round
lighted metallic habitat looking structure and to the right of it islet #2.
Enter the structure, you have the option to go left to Sirrus's throne room
or right to Achenar's throne room, take your pick and explore all.
What do we know?
1. There's a pedestal on satellite isle #1 with a pass code lock, the MYST
Islet Library book showed the Fortress with 3 satellite isles
2. The habitat has 7 rooms, 2 throne rooms, 1 elevator room and 4 secret
rooms.
3. There is a device in Achenar's room resembling the round habitat structure
suggesting the actual structure can be rotated.
4. The miniature rotational device makes 4 different noises at 4 different
cardinal points when the break lever is used
5. The red and blue pages are found in 2 secret rooms on the main deck
6. The elevator room has an upper and a lower level
What do we want to do?
1. Find the red and white pages
2. Locate the linking book room
What do we need to do?
1. Rotate the habitat 1 full cycle to see if anything of value is on the 2
other satellite isles.
Once you have solved the habitat rotation puzzle and you've rotated the
structure you'll have the information you need and the location of the
linking book room. Snatch the 2 book pages, (tediously so one at a time),
return to the MYST Library and to the prison books of the 2 nut bags, listen
to them or not then prep for your next excursion.
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4.4 STONE SHIP AGE
(NOTE)
The solutions to all puzzles are at the end of the game in section 5
SOLUTIONS
4.4.1 STONE OUTCROPS A LIGHTHOUSE AND SHIPWRECK
Exit the Library and head down to the ship beside the dock, board it and
enter the aft chamber. Open the book on the chair and touch the image, your
LIP is main deck just aft amidships of the halved wooden ship. You
immediately see that the below deck passageways aft and forward of your
position are flooded. To Port you can see an umbrella covering a half tank
with 3 lighted objects in it and a plank ramp, Starboard side leads to a
lighthouse. Walking the stone steps Starboard side forward brings you to the
broken off bow section forward of where the mast should be and another
flooded passageway.
You'll see a set of wooden spiral steps rising counterclockwise up the side
of the stone outcrop separating the fore and aft sections. Climb to the top
and discover a mounted telescope, use the scope to find any points of
interest then return to deck. Inspect the Lighthouse and the umbrella. The
lower lighthouse is flooded; you can see a narrow set of steps leading down,
a chained key that won't budge and a ladder leading to the upper lever. The
upper level is locked and the available key still won't budge. The umbrella
covers 3 lighted buttons, press a button hear it make noise then go see what
if anything happened.
What do we know?
1. The Lighthouse and the fore and aft sections of the ship are flooded
2. The umbrella covers a bilge pump station for the ship and lighthouse
3. There is a telescope at the top of the stone outcropping; the only
viewable item through it is the lighthouse roof lightning rod cap
4. The lighthouse has a set of steps leading to a lower level, a chained key
attached to a plank, a ladder leading to the locked off upper level
What do we want to do?
1. Access the 3 below deck sections of the ship and the upper and lower
levels of the lighthouse
2. Locate the 2 prison book pages and the linking book back to MYST
What do we need to do?
1. Drain the lighthouse and ship
Once you've located and solved all items and objectives return to MYST with
both pages, (one at a time of course). Once you get tired of listening to the
Barf brothers X out and head to the space ship.
(NOTE)
If you're having a problem locating the linking book it may be because you
missed something, took too long doing something or looked in the wrong
places. Know this; said task is crucial to leaving this miserable place and
even if you meet the reqs the linking book is still a P.I.T.A. to find.
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4.5 SELENITIC AGE
(NOTE)
The solutions to all puzzles are at the end of the game in section 5
SOLUTIONS
4.5.1 TO THE SELENITIC AGE
Exit the MYST Library go right, head for and enter the space ship. From
entry, to aft is a mini pipe organ, forward is a monitor, below it 5 sliding
levers and to the right of them 1 large lever. Investigate both, they are
active and produce sound.
What do we know?
1. The Selenitic linking book is not visible in the ship
2. The ship has a large monitor and 2 sound making devices
3. We have an image found in the Selenitic Age book from the Library
What do we want to do?
1. Locate the linking book to Selenitic age
2. Figure out how to use the 2 devices in the ship in hopes the results will
provide answers or access to the Selenitic linking book
What do we need to do?
1. Locate the clue/s to solving a probable sound lock aboard ship
(NOTE)
Once you brain out the solution I suggest you take your time. If possible
kill all local sound distractions, if like me and have a hellacious case of
tinnitus in both ears and with a slightly different pitch in each ear maybe
ask for help from another set of ears. I'm sure there's some fudge factor in
sound duplication, with a couple tries I did get it right.
4.5.2 SELENITIC AGE
On Selenitic, exit the ship and explore the land, pay attention to
interactive items and take notes on all things you encounter on your path
through the area. 1st item from the ship and on the right is structure #1
built into the rock; it has a door and sound lock. Further along the path and
to the left are 2 sets of steps leading to 2 more structures. Forward a tower
sitting on an outcrop of rock rising out of and above a small lake or large
pond. Closer to the water and turning right, a giant and somewhat damaged
clock stuck at 12:00. For no reason I head left to begin exploring.
Sound structure #1 produces a sound like Earth tremors. There is a power
button, a microphone above the sound source and a radio dish pointing toward
the lake tower. Further left leads to sound structure #2 which produces the
sound of water in a streamlet and has a blue page sitting on a sort of shelf
table. Back to the lake and sound structure #3, the same setup as previous
but produces the sound of a damaged clock. Further along and to the right,
sound structure #4 sounds like air blown into a metal or wooden pipe or
blowing air over the top of a glass soda bottle. At the top of the structure
is a red page.
At the far side of the lake tower is sound structure #5, it produces the
sound of wind. Like the other 4 sound structures it has a power button, a
microphone above the sound source and a dish pointed at the lake tower,
however #5 also has a down ladder. Follow the lead, rise up to the base of
structure #7, the lake tower then make your way to the upper platform. The
tower also has 5 signal dishes, suspect receiver dishes. Approach the tower,
open the 2 doors and study the controls of the work station. A monitor, green
left and right directional arrows, a digital compass, there are 5 sound icons
that can be highlighted and below them a Sigma symbol. Each item plays a role
in solving the puzzle.
What do we know?
1. There're 7 structures on the island
2. Structure #1 has a door and 5 slider sound lock
3. Each of the 5 sound producing structures surrounding the islet produces a
unique sound of its own
4. Each of the 5 structures has a power button, a microphone suspended above
the sound source and a signal dish pointing at the tower in the middle of the
lake
5. 2 found prison book pages at sound structures #2 and #5, (Pipes and Water)
6. There is a down ladder at wind producing sound structure #5 that leads to
the lake tower
7. The tower in the lake has 5, (suspected) receiver dishes set at different
elevations and sides and a control panel
What do we want to do?
1. Locate the linking book to MYST
2. Use the tower in the lake
3. Gain access to structure #1
What do we need to do 1st?
1. Correctly use the lake tower control panel
4.5.3 STRUCTURE #1
Once you have solved the sound lock enter structure #1 locate and enter the
rail car. Study the control panel play with the red button, the 2 directional
arrows and the Backtrack button, none of them work. When ready to continue
touch "FORWARD", this activates the car and lowers it to the track system
deep under the island. Take note of the sound produced when the car comes to
a stop. You can press the "RED" button on the left any time to listen to the
sound; every time the car comes to a stop you will hear a sound. Rotate the
car 360 note that there're some avenues with red lights at your current
12:00, this is a no go direction. Not all track lanes at an intersection will
have red lights "AND" still be the wrong direction of travel.
If you become confused and or discover you have moved in a wrong direction
you can always tap "BACKTRACK" to return to your previous stop. If you press
Backtrack and do so every time the car comes to a stop you can return to the
car's starting point once it lowered to the rail. In all cases pay attention
to the sound the car makes when coming to a full stop.
What do we know?
1. When the car settles down to the start position we hear a familiar sound,
you can hear it again if you press the red button on the left side of the
control panel.
2. Check your notes we heard this very sound somewhere else and because of it
we know what the sound represents, which may or may not coincide with the
car's current directional compass on the right side of the control panel.
What do we want to do?
1. Navigate the rail car, hopefully to the MYST linking book
What do we need to do?
1. Pay very close attention to the sound the car makes every time it comes to
a stop at an intersection and whether that sound coincides with the direction
the car is currently facing.
2. Keep notes on all your moves, (directions and direction changes) from the
starting point so that if you do mess up you can back track to a known
correct stop position.
Exit the rail car when you arrive at the terminal and make your way to the
MYST linking book room. Link to Myst and install the page you carried with
you. Decide whether to return to Selenitic Age for the other page or not.
If your intentions are to return and install all prison book pages to both
books, now is the time to do it. At least one of the books must have 5 of the
6 pages to proceed with the game.
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4.6 MYST ISLAND RETURNED
One or both Something's Wrong Upstairs brothers, (depends on bringing back
all 5 pages for 1 or both books) will offer directions to the final page for
their personal prison book. You'll also be directed not to take the other
brother's page and definitely do not touch the green book, otherwise "BAD
LUCK AND EXTREME MISFORTUNE WILL INFEST YOUR PATHETIC SOUL FOR ALL ETERNITY",
(Filbert Quote). I may be a bit sick in the head, but I do enjoy having both
basket cases thinking I'm routing for the knuckle ***** and clod hopping my
way to freeing the twisted sisters. After listening to each Hannibal the
Cannibal potential go off the rail with 5 scary and self-righteous tirades
how could anyone be that soft in the head to let either out?
Go to the book shelves; locate the pattern book far right mid shelf. Take the
pattern to the fireplace and press the pattern into the grid that appears
when you touch the red button. When complete press the red button again, if
the pattern is correct the fireplace will rotate and expose a shelf with a
green book and a slanted tabletop with the red and blue pages. This is where
I'd save if I had a hankerin to scratch a fresh gaping wound. If you're
looking to complete Steam achievements then you have to set each brother
free. So ... you've stabbed yourself in the neck 20-30 times for 2 dumb a**
achievements, are you happy?
OK so you crazy glued your neck meat and you're all bandaged up. Now you're
ready to come back to the fireplace and open the green book. Surprise it's
Atrus! Listen to Atrus and then sit down, try to find any unstabbed neck meat
and then stab yourself as many times as the remaining unstabbed neck meat
will allow. Atrus is -0- help as to the whereabouts of said page. But wait
there's more! If you were diligent and kept copious notes not all is lost, if
so you already have the answer and may not know it.
Once you figure it out fetch the paper ... page ... thing and bring it back
to the Library, open the green book and link to "K'VEER". Now find a comfy
spot and wait, Atrus has places to go, people to beat and books to burn.
Back again he thanks you, tells you he'll be calling again in the future, (an
offer you can't refuse), offers the Myst book and then ignores the crap out
of you. So leave, return to the Library and discover the red and blue prison
books are gone. You'd think the guy would have cleaned up the burned mess but
no. Then he tosses the Rime book onto the floor. REALLY! This guy must have
been raised in a barn. Pick it up, thumb through the pages and take note of
the new squigglies on the last page. So it's back to the fore-chamber to test
the info. Follow the instructions, see what happens and inspect the wall
thingie and discover an overhead shot of the bridge leading to the spaceship.
The 2nd platform leading to the ship from the island has what looks like
Cyan's Logo, touch it to see and hear what happens. Now we have to go over
there and see what's up. If you aren't rushing to the bridge area you'll
likely see the arch on the left side and below the 2nd platform. Go for a
Boo. OK, even this is vaultier than the dockside Marker Switch Box. Continue
to the end locate the hanging thingie and input the numbers. Return to the
Library to see what happened. It's a linking book to RIME. TOUCH IT!
___________________________________________________________________________
4.7 RIME AGE
Exploring the outside
Take your time poking about; we can't feel the flesh solidifying cold. After
gazing out over the stark scenery I exit the LIP platform (like a ships
bowsprit)extending over the water then poke into everything as I make my way
clockwise around area to the 2nd platform. Ooh 3 whale looking things moving
past one of the rock outcrops, looks like an adult and 2 juveniles. Enter the
building, to my 9:00 a stove, 12:00 a linking book and to my 3:00 a door. The
door is frozen shut the stove won't light and it's a Myst linking book.
What do we know?
1. The Myst book is found
2. The interior door is frozen shut
3. The stove, (gas?) won't light
4. Valve outside hut same side as stove
What do we want to do?
1. Open interior door to explore new section of Rime interior
What do we need to do?
1. Warm up hut to thaw door.
With the exterior door closed it took about 25 secs for the interior door to
thaw enough to open. There's an elevator at the far end of the foggy hallway,
up close the door looks like an armored knight mask. Inside are up/down
buttons and 2 rectangular openings to either side of the door and exposes the
elevator shaft. When the elevator comes to a stop a red button appears inside
the left opening, outside a pedestal with levers, play with the levers.
PRETTY COLORS! Return to the elevator and press the shiny red button, the box
rotates and exposes a cubbyhole (at best) with a desk, chair and book, read
the book. Return to the elevator, press down and exit to a short hallway with
a set of stairs at the far end. There's a door at the top of the stairs.
Enter the room, there's a bed to the right a desk to the left and I don't
know what to call it on the platform at my 12:00. I can't touch anything
around the bed, however when I click on the bed I get a camera reorientation
to directly overhead ... why I don't have a clue. I'm looking directly at the
hanging lamp; if I click on the lamp I receive another camera reorientation
to the entry door ... go figure. I can pick up the paper with the crystal
shapes and colors and open the drawer but nothing to interact with.
To the device on the platform, a book under a scope like thing that also
projects a starscape to a monitor. There're also 5 disks laid out from left
to right and they're connected to the device supporting the book. Easy guess,
the objective is to reproduce the crystals in shape and color from the page
on the desk. When correctly completed you get to look at what appears to be a
tropical beach. You can mess with the shapes and colors if you want but all I
ever got/get was an image of a distant nebula, I guess I never brained out
the proper shapes and colors to produce ages. So I return to the thoroughly
warmed up hut and link back to MYST, then enter inventory and press QUIT.
___________________________________________________________________________
5. SOLUTIONS
5.1. MYST AGE
(NOTE)
IT IS NOT REQUIRED that you retrieve all pages to both prison books to
complete the game unless your intentions are to complete all of the Steam
achievements. Once 5 pages have been replaced in one of the 2 prison books
the prisoner of said book will divulge the location of the last 2 prison book
pages, the "K'VEER" linking book and the means to access their secret hiding
place. How they know the location escapes me, worse, if so, why neither of
them thought to snag their page and destroy the page of the other before
bumbling off ... YIKES!
Tower Access
1. There's little info on Tower Access and what is available doesn't mention
activating the Marker switches of the 4 ages. So inference and a bit of
deduction is all one has to go on. Return to one or all the available points
of interest and pull the Marker switch lever to the up position. Return to
the Library and the Wall Device will now show the locations of the activated
Marker Switch/s. Now rotate the tower and note that its indicator flashes red
at some of the markers. Stop on a highlighted marker and then touch the wall
picture that looks like it has the arched trim around the book shelves and
the real shelving will retract into the floor.
Follow the hallway to the elevator ride it up and locate the 2 ladders.
Notice the gold or brass plaques on the walls behind the ladders. One of the
ladders, (Book Plaque) will always show you which direction the tower is
pointing, (confirming the Library picture). The other (Key Plaque) will
always provide the information you require to move ahead in the game.
SELENITIC
Power station
1. The simplest way to solve the power station puzzle is to 1st discover the
voltage rating of each button. Activate button #1, write down the supplied
reading then deactivate it, do the same to buttons #2 through 10. Once you
have the voltage rating of all 10 simply total up the correct voltage ratings
to equal 59 volts, push said buttons then return to the surface.
MECHANICAL
Clock Tower
1. Discover which valve operates which clock hand then set the time found and
push the red button.
1a. Remember to activate the Marker Switch on your way into the clock tower,
then face the gear works.
1b. 3 levers, 1 on left, 1 on right and the reset lever is high right. The
numbered gears are horizontal and there are only 3 numbers per gear 1, 2 and
3. The puzzle begins with the numbers 333 showing. Pull the left lever down 1
time and release. The result facing you is 311, pull and hold the right lever
till the top and middle number 11 swing to the front and release. 111 is now
facing you lastly pull the right lever down and release, the top and middle
gears will rotate 22 to the front and total 221. The tower will activate and
rotate the giant Mechanical age gear to expose the ages linking book.
STONE SHIP
Observatory
1. I think this one is the easiest, enter the Observatory, kill the room
light, sit in the chair and pull the overhead device down. Use each of the 3
dates and times found at the top of the Library Tower then press the button
for each date and time. The star screen will move to the designated star
constellation. Replicate the major star pattern for each date, can verify
pattern with book in Library. Go to the ship pool, locate the 3
constellations provided by the Library tower and activate them, (they turn
green). The pool ship and dockside ship will rise.
CHANNELWOOD
Shed
1. Enter the shed, use the 3 digit number provided from the Library Tower on
the safe retrieve the match and strike it on the side of the matchbox. Start
the pilot light on the boiler then turn the big valve to increase the fuel
pressure and intensify the flame.
1a. quickly move outside and left past the Marker Switch to watch the tree
rise from the raised platform. Note the hollowed section rising up from the
platform, return to the shed after the hollow section moves up 3 times. By
the time you get to the valve it will have moved up another 2-3 times. Turn
the valve off, run back to the platform and wait at the base of the tree.
Enter the hollow when it reaches ground level and ride it down to the Channel
Wood linking book.
______________________________________
5.2. CHANNELWOOD AGE
Access to Habitat level
From the LIP locate the windmill, turn the valve at the base of the water
tank then return to the walkways. Ignore Y gate #1 from the windmill and go
left from it to Y gate #2. Flip the lever to Y gate #2 to the left then go
right to Y gate #3. At Y gate #3 flip the lever to the left then continue to
the right to Y gate #4. At Y gate #4 flip the lever to the left then stand
and head right to elevator #1, you'll hear generator #1 on your approach.
Access to Habitat level spiral ramp (leads to sea level)
Exit straight out elevator #1 to the native habitat level, continue to hut
#1, enter, go to the right and exit the 1st opening on the right to hut #2.
Pass through hut #2 and enter hut #3, halfway through #3 look left through
the opening and you'll see the small room with the MYST linking book. Turn
right, exit hut #3 to hut #4, head left through #4, exit and go to hut #5.
Enter #5 and head right to the pedestal and pull the lever at its top. Look
through the opening at your 12:00 you'll see a door swing open at the distant
hut. Return to hut #3, enter and go right to hut #6, go to your right in #6
and take the 1st opening on your right. Go straight through hut #7 to hut #8
turn right in #8 and go straight to the open door.
Activating elevator #2 on the Upper level
At the spiral ramp door run down to sea level, unlock the door and pass by
generator #2 to Y gate #1, flip the lever to the left then return to the
habitat level via the spiral ramp, you'll hear generator #2 on your approach.
Run to the top of the ramp, enter elevator #2 and ride it up to Sirrus and
Achenar's private level.
Locating and activating Elevator #3 leading to the MYST linking book
Return to sea level and to Y gate #1, flip the lever to the right then head
past Y gate #2 to Y gate #3 and flip its lever to the right. Go left at the
fork to Y gate #5, ignore #5 and go left to the walkway fork and then go
right to generator #3 at the missing walkway section, you'll hear generator
#3 on your approach. Pull the lever on #3 to raise the walkway then continue
along the walkway. You'll see elevator #3 in the distance past a right hand
fork in the walkway. Approach elevator #3 and notice generator #3 is not
running. Return to the walkway fork and go left to the end. Locate the crank
and turn it, a telescoping section of pipe extends across the gap of missing
walkway and connects to the open section of pipe.
Return to the fork, go left pass by Y gate #5 to Y gate #3. Turn Y gate #3 to
the left, from the fork go right to Y gate #4 and turn its lever to the
right. Return to elevator #3, enter ride it up to the small room and link
back to MYST.
If you choose to replace the pages of both brothers books this section is for
the return to Channelwood and the quickest solution to return to the upper
habitat level to retrieve the 2nd page and then return to MYST.
From your LIP return to Y gate #1 flip the lever to the left then return to
elevator #2 and ride it up to the top. Retrieve the 2nd page then return to
sea level and Y gate #1, flip the lever to the right then return to elevator
#3 ride it up and link to MYST.
______________________________________
5.3. MECHANICAL AGE
Locate the 2 book pages
There's a secret room in each throne room, to the right of Sirrus throne and
to the left of Achenar's.
Rotating the habitat
Go to the opening of the elevator room, press the red wall button. The
stepped ramp lowers, enter the lower room, locate the pedestal, pull the
lever on the right and watch the inner C on the right rotate. Stop the
rotation when the 2 Cs align and turn red, return to the hallway and push the
red button. Enter the elevator, press up, when the door opens press the red
rectangle between the "UP" and "DOWN" triangles then exit the elevator. The
elevator will lower 1 floor and expose the habitat's rotational controls,
pull the left lever up then pull the right lever up and hold it for about 4-5
secs, release and pull the left lever down to lock the habitat.
Press the red button; enter the elevator and ride down to the main level.
Exit the habitat to islet #2, locate pedestal #2, replicate the images and
there position on the pedestal then return to the elevator room. Repeat your
previous actions at the rotational control then exit the habitat to islet #3
and pedestal #3. Replicate the images and their position on the pedestal then
return to the elevator room. Repeat the previous process at the rotational
control but do not pull the left lever down to lock the habitat once the
right lever comes to a stop.
Instead pull the right lever up a 2nd time, hold it for the 4-5 secs and then
release it. When the right lever comes to a stop this time, pull the left
lever down to lock the habitat. Grab one of the pages on your way out of the
habitat to islet #1 go to pedestal #1 and change the 4 symbols to the 4 you
found at islets #2 and #3. A ramp to your right will lower providing access
to the MYST linking book. Link back to MYST; install the page then return
here to retrieve the 2nd page.
______________________________________
5.4. STONE SHIP AGE
Activate the lighthouse cap light
Go to the umbrella, press the right side button and return to the lighthouse.
Take the steps to the bottom, move to the chest and click, turn the small
valve on the left side of the chest till the water stops flowing then close
it. Return to the umbrella, press a different button then return to the
lighthouse. Flooded again, but the chest is floating beside the plank and
chained key. Use the key to open the chest then use the key found in it to
unlock the upper level of the lighthouse. Locate the battery and dynamo;
crank the dynamo to charge the 6 in series batteries to power the lighthouse
roof light.
(NOTE)
It takes 10 minutes for fully charged the batteries to -0- charge
Locate and activate the compass
The compass can be found between Achenar's and Sirrus's bedrooms. Pump the
passageways out, head through one of them, halfway along the passageway begin
looking for a lighted outline of a square on one of the low stone wall
panels. Open it and continue to the compass room. Use the direction in
degrees that you found when locating the lightning rod cap of the lighthouse.
135 degrees, if you don't know where 135 degrees is on a compass this will
help you figure it out.
Divide 360, (the number of degrees in a circle) by 16, (the number of points
on the compass). This will provide you with 22.5, (the value of degrees for
each point on the compass). Now it's a matter of how many times 22.5 will go
into 135. With this result beginning from North count the points clockwise.
With success you'll power the linking book and the room below astern deck.
______________________________________
5.5 SELENITIC AGE
Access to Selenitic age linking book
There's a picture of a keyboard at the end of the Selenitic book in the
Library, it has 5 keys marked off and their order of touch. Listen to tone #1
on the organ at the aft section of the ship then move to the forward section,
beginning from the left at slider #1 and duplicate sound #1 on it. Unless you
have perfect pitch it can take some trial and error to reproduce the sounds
correctly. When done correctly the monitor will come to life and show you the
linking book, touch the screen to open the book then again to link to
Selenitic.
Solving the sound lock of Selenitic Age structure #1
1. Stop at the 5 sound producing structures; activate the microphones and
transmitter dishes of each.
2. Use the ladder down at the "WIND" sound structure for access to the lake
tower.
3. Use the lake tower to locate the 5 sound structures sequential pattern
4. Once you have all 5 sound locations tap the Sigma symbol for the sound
order
5. Go to structure #1 and use the information to open the door.
Solving the rail tram sound code
1. When in Mechanical Age you had the opportunity to play with the Fortress
Rotation Simulator, doing so allowed you to hear the sounds the simulator
makes when being locked into a W, N, E or S compass direction. When you were
actually using the Habitat rotator the same sounds were reproduced for the
same directions. All compasses are oriented to North, (example Stone ship Age
compass between Achenar's and Sirrus's rooms has a fancy pointer thingie at 0
degrees.
2. My interpretations of the 4 cardinal points are N= "BINK", E= "SIZZLE", S=
"DONK", W= "TRILL" feel free to change them to what sounds good to you.
3. There're also 4 ordinal points NE, SE, SW and NW, they will be heard as
combinations of the cardinal point sounds, e.g. NE= "BINK/SIZZLE" and SW=
"DONK/TRILL", etc. As with the MYST Space ship I suggest if possible to
eliminate or minimize local noise to properly hear the sounds produced when
the train car comes to a stop. Note that you can replay the current sound or
sound combination by pressing the red button on the left side of the console
and that said tone is the direction you are required to go to end up at the
MYST linking book.
4. If you elect to rotate the car once you come to a stop, notice that all
blocked paths have a red light, however, the direction you need to go in and
the direction you just came from does not. When you've settled on a
direction, rotate to it and press forward.
5. For the hearing impaired here are the directions from beginning to the end
of line.
N, W, N, E, E, S, S, W, S/W, W, N/W, N/E, N, S/E
______________________________________
5.6 MYST RETURNED
The green book Page
There're 2 references to the green book page, to me both are thin but at
least the 2nd one provides the missing Myst page.
1. The letter to Catherine from Atrus found beside the walkway near the
Observatory. It references the number of Marker Switches on the island and
how to use said info in the fore-chamber to deliver the message. Said message
is a clue to using the tower. The problem with this part is the tower is
useless unless you have flipped the Marker Switches to the ON position; the
markers designate the positions of important information on the upper tower
wall. So, you'd never leave the island to find the 2nd batch of pertinent
information without flipping the Age marker switches 1st. How would a new
arrival know to do that?
2. During your travels off island you come across 2 sections of a torn page,
the tear is pretty much down the middle, each section has one side of a set
of instructions telling you how to gain access to a vault. Never in my life
would I call the dockside Marker Switch Box a vault. There're a couple 3
other places that come to mind so much closer to the term. Like the dockside
fore-chamber or the underground Channelwood linking book room or the tower
area behind the book shelves.
So if you pick it up early on (like I did my 1st time through MYST in 12 yrs
and forgot what it was for) and discover you can't read it, your only clue to
its possible importance is it resembles a linking book page like the red and
blue ones in size and shape when in hand. If you collected it early, and
still have red and blue pages to snatch, it'll magically transport back to
the Marker Switch, (vault) as soon as you grab the next red or blue page ...
YAY!
Take the damn page to the Library fireplace and link to "K'VEER".
______________________________________
6. NOTES OF INTEREST
You're likely playing the GOG or Steam versions of the game; if it's Steam
then you have achievements. Steam's Realmyst has 34 achievements. You're
likely to get 20-21 your 1st run by game design. 3 of the remaining
achievements are acquired by the bad endings. You'll have to go far out of
your way for the 9 remaining achievements; they require counter intuitive
actions you just wouldn't do let alone consider in a MYST game.
To locate and attain, you can Google Realmyst achievements, tonza examples.