MYST ISLAND WALKTHROUGH - by Stan Trevena
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 This walkthrough of Broderbund's Myst is broken into 3  parts. This, the
 first part, covers Myst Island. Part 2  covers the Stoneship Age and Selenitic
 Age, while part 3  covers the Mechanical Age, Channelwood Age, and the End
 Game. Since Myst is not linear in nature, these ages can be  visited in
 any order. The big hint in Myst is not to be  afraid to try anything in
 the game. You can neither die nor  can you reach a "point of no return,"
 as is so often found  in many other adventure games. Ergo, always "go for
 it."

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

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

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

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


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

 ** What A View! **
 Take a moment to catch your breath after climbing all those stairs and 
 look around. Hmm... there's a lot more to explore. 
 Go down the stairs towards the rotunda. On your way,pick up the note on the
 grass.
 It's from Atrus to his wife Catherine. It tells of a message that's left 
 on the imager in the fore-chamber by the dock.Sound familiar?  
 Onward and (back) upward. The rotunda is used later to decode a sequence 
 of star constellations. For now, flip the marker switch to the left of the 
 door. Walk up the wood steps, past the library, right and
 out to the spaceship on the point.
 
 ** What A Blast! **
 There's an elevated walkway leading out to the space-ship.
 Notice the brick tower to the left as you go out supporting a power 
 line running to the spaceship (you may be back for that switch later if 
 you trip the breaker.) Go out to the spaceship and flip on the marker switch. 
 Go back to the library, follow the grassy path away from the library towards 
 the distant Clock Tower. On your way, you will find a large water filled 
 marble basin with a miniature sunken ship.
 Maybe this location holds the key to raising that ship? Flip on the marker
 switch just past the large marble basin and to the left of the path.

 ** Power Plant **
 As you've probably noticed, the power line from the spaceship has been 
 running parallel to the path just beyond those strange
 pillars. In front of each pillar is a raised metal marker with a bronze
 plate set into the face of each that vibrates and glows red when touched.
 Each plate has a symbol etched into it. 
 Do not touch any of these plates just  yet.
 Instead, sketch each of the symbols etched into the  plates.
 Continue on down the path, past the marble basin,  following the power line.
 Just off to the right is the  entrance to the underground power generation
 plant for the  island, which is where the power line ends.
 
 ** Shocking **
 Go right and you will find the small brick building that
 houses the entrance to the underground power plant. 
 For now, flip on the marker switch to the left of the door. 
 Don't  worry, you'll come back to this building in a bit.
 Notice there's another brick tower with a breaker switch  off behind 
 the brick building. Go back to the path and head  for the clock tower 
 in the distance. There's a control box  just at the waters edge. 
 On it there's a large and small  dial as well as a red button. 
 These dials set the time on  the clock tower. 
 There's a marker switch out by the Clock  Tower. 
 Unfortunately, you can't swim.


 ** Trees Through The Forest **
 Therefore, follow the shore around to the little log cabin. 
 There's another marker switch to the right of the door.
 As usual, flip it to the 'on' position. That's a  really
 large tree back behind the cabin. If you want, go take a look at the big
 tree and poke around the cabin. We'll be waiting for you when you get back
 here. That's the last marker switch on Myst Island. Remember Catherine's
 letter? "Enter the number of Marker Switches on this island into the imager
 to retrieve the message." We've seen 8 marker switches, and were only able
 to activate 7. Go back to the imager by the docks to get that message.

 ** Dear Catherine **
 Remember the hidden image sequencer panel behind the fake piece of paper
 on the wall? Press the button and input the number 8. 
 Turn, walk to the imager, and press the button. 
 Atrus will appear and deliver his message. He tells of his library being
 destroyed and how he suspects his sons. 
 He tells Catherine that he's hidden the remaining undamaged books
 in their "places of protection." He reminds Catherine that if she's 
 forgotten the access keys, to remember the tower rotation. 
 Okay, then hop it up to the library and do some research. 
 After all,wasn't that a tower that loomed above the library?


 ** The Book is Better Than the Movie **
 Go into the library and directly to the bookshelf on the back wall. 
 When it is in full view you will be able to read  each individual book.
 Atrus was right, most of these books are completely destroyed, 
 burned at the hands of an arsonist,which son could have done this? 
 The Channelwood Journal is the first readable book, it's red and green 
 and is on the left side of the top shelf. Take and read this book. 
 Click on it once to bring it into full view, and again to open it. 
 Clicking on a page will turn it. This book tells of a land of tree
 dwellers. Each book will chronicle that land and show you some key drawings
 of it
 
 ** Channeling **
 Channelwood looks like a land of tree houses. 
 The next book that's still readable is the red and blue Stoneship Age 
 Journal on the right side of the top shelf. This book tells the story of 
 3 boys and their adventures. Make note of the submersible lamp,
 the lighthouse, and the 8 constellations  of this land. 
 These constellations have matching symbols like those etched into the bronze
 plates mounted on the markers in front of the pillars that ring the
 marble basin area. Use the empty journal provided with the game to sketch
 all pertinent information.
 Remember, these books will give  you many clues to each of the ages.

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

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

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

 ** Are We On The Map? **        
 The map on the left wall of the library holds the key to your travels 
 through the different ages of Myst. Examine it. When you are close enough,
 all locations where you activated marker switches at are illuminated. 
 Just behind the library you will see a blinking circular marker. 
 Press on this  marker and a line will appear. If you hold down on the  marker,
 the line will rotate. As it passes over key landmarks, it will turn red. 
 Release at the docks and you will hear creaks and
 groans as the tower aligns with this  location. 
 After that pretty impressive display, and now that the tower is rotated, 
 what do you do?
 
 ** Secret Tower Passage **
 There are 2 framed pictures by the bookcase. 
 On the left wall is a picture of a set of stairs, on the right a set of 
 book shelves that look awfully familiar. Touch the picture of the stairs. 
 The image will swirl and the shelf of books will slide away to reveal a 
 passage. At the end of that wood paneled hallway sits an elevator. 
 Once in the elevator, press the blue button to be delivered to the tower. 
 The indicator above the button will display "Tower" when you arrive,
 just to make sure. Exit the elevator and go straight to the ladder that 
 has an open book plaque behind it, climb the ladder to the platform.

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

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


 Hopefully, you're well rested. We are going to set out to  explore the
 Stoneship and Mechanical Ages today -- a major undertaking. You will need to
 draw on your experiences on  Myst Island in these travels. The keys to all the
 ages of Myst are contained on Myst Island itself. As you'll recall, we've just
 completed our first tower rotation using the map  on the wall of the library.
 We have several dates and times  that were taken from the key plaque for
 decoding at the  rotunda building.

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


 ** Raise The Titanic **   
 Upon pressing the last plate, a loud rush of water will be heard -- 
 like something big is draining. Aha, the ship in  the bird bath raised. 
 But that couldn't have made all that noise. What about the bigger ship? 
 Yes! The ship by the dock is also raised. Board it and go below deck to 
 find the first linking book on the blue chair. Open it and watch the flyby 
 of the Stoneship Age. Touch the picture and you will be taken there. 
 You'll find yourself standing at the aft of a ship that appears to have, 
 itself, materialized on a large, stone island. A wood plank leads out to a 
 sunken lighthouse to the right and an umbrella structure to the left.

 ** Walk The Plank **   
 There are several objectives on this island. First, restore power to the 
 island structures. Walk out to the umbrella structure where there are 3 large
 buttons. Pressing the right button will pump out the lighthouse. 
 Return there and find the key chained to the walkway. 
 Down the spiral stairs is a large locked trunk. A small valve is set
 in the left side of the trunk -- open it to drain the trunk, then close 
 it and return to the pump switches. Press the right button and return to the
 lighthouse. The trunk is floating alongside the key that's bolted to the
 walkway. Unlock the trunk and remove the key hidden inside.

 ** Going Up **   
 Climb the ladder to the right of the chest. Use the key and open the attic 
 door. There's a hand generator here and a battery pack. 
 Crank the handle on the generator several turns until the power gauge on 
 the battery pack shows solid white (i.e., you have a full charge). 
 Go back to the pump station and press the middle button. This drains the 
 tunnels in the large rock structure. Sirrus' room is down the passage leading
 from the aft platform where you entered this age. 
 Look around this ornate area. There's lots to look at, but all you need to 
 recover is the single red page in the  bottom dresser drawer.

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


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


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

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

 ** Only Half The Story **
 On top of the dresser is a holographic unit. 
 Turn it on and a rose appears, slide the lever and it morphs into a human 
 skull. The second from the bottom drawer of this dresser has a surprise. 
 This is the left half of a torn page from a journal -- something to do with 
 marker switches and a vault. This could be important, so make a note of it's
 contents. With the blue page in hand, go to the pumping station and press 
 the left button. Return to the book room  and use the linking book to return
 to Myst Island. In the library, return the blue page to the blue book and 
 listen to  Achenar. He seems to be getting crazier, doesn't he?

 ** Rubber Room **    
 Achenar says that his brother cannot be trusted, that he was falsely 
 imprisoned and that he will seek retribution for his brothers acts. 
 The image is clearer this time, with less static. Maybe the more pages 
 returned to the books, the  better the communications link. With the way 
 Achenar is cracking up, though, how well do you want that link to be?
 Use the map to rotate the tower again. This time, position the rotating
 pointer to the spaceship out on the  point. Sure enough, 
 looking out from the tower shows the spaceship in view. 
 The key plaque displays a single message,
 59 volts." Keep that number "current."


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

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

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

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

 ** Water To Fire **      
 Go back to the large brick staircase just past the Oasis trail head. 
 This leads to the chasm Atrus spoke of in his journal of this age. 
 Activate this transmitter switch and make a note of the sound of the 
 furnace below. The icon at this location is a chasm with steam rising. 
 Go back down the stairs and continue down the path away from oasis and chasm.
 You will quickly come to the remnants of a once mighty clock tower.
 Activate the transmitter switch. Listen and note the sound of the clock.
 The icon here is of 2 clock hands. Continue down to the fork in the path, go
 right and up the hill towards the crystal forest.

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


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

 ** The Coordinates **
 The various coordinates are: Oasis-153.4, Chasm-130.3, Clock Tower-55.6, 
 Crystal Forest-15.0, and the Underground Tunnel-212.2. 
 Once all coordinates are set, press the sum button and the sounds 
 will be played back in a specific sequence: Crystal Forest, Oasis,
 Underground Tunnel, Chasm, and Clock Tower. Return to the access panel back
 at the start of this age. By moving the sliders, different sounds will play.
 Set the sliders so the sounds play in the same sequence as above.
 When all the sliders are set, press the red button to open the doors. 
 Go down the stairs to the rail car. Press the blue button and go in and
 take a seat.

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

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

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

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


 ** Trained Mechanics **
 You've probably already guessed which landmark holds the linking book to the 
 Mechanical Age; it's the large set of gears on the hill above the docks.
 Using the map in the library, rotate the tower to align with this spot. 
 A trip to the tower will show proper alignment and disclose the 
 key 2:40 2,2,1. That first part is a time, and where is time used on 
 Myst Island? The controls on the shore by the Clock Tower, of course. 
 After arriving at the control box, turn the dials for hours and minutes 
 to set the clock to 2:40. Press the red button and a hidden walkway of 
 gears will rise  from the water.  

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

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

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

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


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

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

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

 ** Sirrus Stuff **    
 Sirrus' room is filled with miniature models of all the devices on Myst 
 Island. Each can be closely examined. Since the fortress is symmetrical, 
 it only makes sense that there would also be a hidden room here. 
 Below and to the right of Sirrus' "throne," behind the tapestry, is
 where the panel is located. Here is where his greed manifested itself 
 in the gold bars and coins that litter the room. Laying in a chest of 
 gold bars, in the back corner of the room, is a red page. 
 There's a threatening note rolled up with the wine bottles from Achenar. 
 Return to Myst Island with the fourth red page and insert it into the red book.

 ** The Fourth Red Page **
 Sirrus actually seems a little calmer. With each page he says he 
 can see more clearly and that soon he will be free of his prison. 
 He sure is appreciative of the red pages and promises great wealth if the 
 last one is retrieved. As is always the case with these 2 brothers, 
 he mixes no words where his brother's concerned. He claims that Achenar 
 is demented and took advantage of their father. He warns that,if released, 
 Achenar will destroy both of you. He is anxious for the last page
 to be returned from the last unexplored age. 
 The only other landmark that will activate the tower is  the large tree. 
 
 ** Channelwood Age **      
 Use the map in the library to rotate the tower to the large tree behind 
 the small cabin just up from the Clock Tower. A quick check through the 
 window in the tower confirms the tower position, and the key plaque only 
 displayed the numbers 7,2,4. What the heck could those numbers mean? 
 Just inside of the door and to the left in the small log cabin by the large 
 tree is a wall safe. Setting the three tumblers to 7,2,4 and pulling
 the handle opens the safe. There's a box of matches in the safe. Is anything
 on this island normal? Before leaving the wall safe, strike the match on the
 box to ignite it. Things will heat up soon.


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

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

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

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

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


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

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

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

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

 ** Stoke Up A Fire **
 Go back to the library and get the code book (middle shelf, far right). 
 Carefully turn to page 158. Sketch this pattern and go over to the fireplace 
 on the right wall, by the blue book. Crawl in and hit the red button to the 
 left  of the opening. Pressing on the metal plate that drops down will 
 raise squares on the metal, duplicate the pattern found on page 158. 
 Push the red button again and the fireplace rotates around to a 
 small chamber. Here sits the last 2 pages and a green book. Let's see, 
 both brothers are more than a little whacked. If they both
 warned you not to touch the green book, what should you do?


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

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

 END OF SOLVE
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