Pong: On Myst Island, go to the planetarium. Sit in the chair and pull
down the star viewer. Enter the date "MARCH 1ST 1978" and for the
time, enter whatever the clock tower currently shows. After the viewer
finishes locating the coordinates, change the month from "MARCH"
to "NOVEMBER". You should see a Pong game being played in
the view window. To control the left paddle, grab the time slider and move
it up to make the paddle move up and down to make the paddle go down. If it
disappears and you wish to play again, go to the clock tower and change the
time. Then repeat the steps to make the Pong game appear with the new
time in place of the old. Note: March 1, 1978 was the day that Atari
announced that they had merged with Time Warner. November was the last
production month of the Pong video game.
Easter
Egg pictures: Open the CD-ROM with Windows Explorer and go to the
"scn/maps" folder. Note the "cyanegg" and
"huevo" movies. "huevo" is "egg" in Spanish.
The "cyan" file features a series of photographs of the creators
and their families. The "huevo" file features mysterious static.
Try using a photo editing program to layer the static from Huevo.avi. At
this time, it is not known how these files are accessed within the game.
Quick solution: These steps will allow Myst to be completed in thirty minutes, without
viewing the entire game.
Turn on all markers (marker
switches to up positions and symbols to green). At the clock tower,
rotate the small wheel twice and the large wheel eight to set the clock
to 2:40. Cross the bridge and turn on the switch.
Return to the dock and turn
off the marker switch (down position). Get the white page.
In the Library, look at the
far right book on the middle shelf for the pattern for page 158.
Input the pattern on the
door in the fireplace opening.
Save the game. Decide which
ending to display and deliver the appropriate page.
Full Solution: Myst Island
Pick up the note in front of
the planetarium.
As your character explores the
island, eight marker switches will be found: Pier, Giant gears, Planetarium,
Spaceship, Mall with small pool and pillars, Brick building, Wooden shack,
and Clock tower. Turn each marker switch on (up) as it is found. The Clock
Tower switch will not be accessible until later.
In the pier, there is an
entrance to an underground room. Go to the projector, and turn it off by
pressing the big button at the bottom. Turn around. Notice the piece of
paper on the wall to the left. Press the green button on the upper left
corner, which will reveal a hidden control panel. Enter the number of
switches (08), and press the button to close the panel. Turn back to the
projector, push the button, and watch the man's message to Catherine. In the
library, examine each wall to find some interesting items. Place the blue
and red pages in the corresponding books. Each brother wants more pages.
Read the four legible books in the book-case. Ignore the book with the weird
squares in it until later in the game. Note any interesting diagrams from
the other books.
Look at the map next to the
exit inside the library. Each of the marker switches in the island lights
one specific group of buildings in the map. Grab the tower and rotate it
until it flashes red, then stop. There are four "red" positions.
Each of them corresponds to where one of the 4 available link books is
hidden (ship, giant tree, gears, and spaceship).
The paintings next to the book
case opens and closes the secret passageway behind the case. Go to the
elevator, close the door, and press the button to go into the tower. If the
tower was rotated correctly, the ladder with the "book" symbol
should show where the book is hidden, while the ladder with the
"key" symbol should lead to the clue to the puzzle that allows
access to the book.
Ship: Go to the planetarium,
turn the lights off (the switch is next to the door), sit on the chair, and
click on the control panel. Set each of the dates from the clue (Oct 11,
1984 10:04AM, Jan 17, 1207 5:46AM, and Nov 23, 9791 6:57 PM), and map the
constellation shown to one of the constellations in the Stoneship book. Go
to the pillars at the mall, and click on the appropriate symbols (leaf,
snake, and bug). The book is in the now resurfaced ship.
Tree: Go to the wooden house,
and enter the combination for the safe next to the door (7,2,4). Open the
safe, get the match, and light it with the matchbox. Turn around and light
the pilot light below the boiler. Turn the gas wheel all the way up (green
icon). Wait until the thumping sound stops, then turn the wheel all the way
down (red icon). Quickly get out of the house and into the tree to
the right of it (see library map for location) before the
"elevator" in the tree goes underground. If your character cannot
do it that quickly, do not turn the gas all the way off. The book is down
beneath the tree. If your character went up in the elevator, press the white
button to the left. That releases the steam and drops the tree down to the
underground level.
Gears: Go to the clockhouse,
enter 2:40 into the clock using the wheels, then press the button. Go into
the clock, and use the levers to set the wheels to 2,2,1. Hold either
front lever down to rotate the middle wheel only. Click on the vertical
lever to the right to reset the puzzle. The book is in the giant gears close
to the pier.
Spaceship: Go to the brick
building. Set the generators to send exactly 59 volts out (buttons
1,2,3,6,7,8 and 10 should do nicely. The numbering order is on the wall as
your character leaves the control room. In order to figure out which button
has which voltage, just hit them one at a time). If it goes over 59 volts, a
fuse will blow. There are two electric towers to climb: one next to the
brick building, one clearly visible close to the spaceship. Click down the
breaker switches to reset them, and try to set the voltage to 59 volts
again. When completed, enter the spaceship. Play the notes from the
Selenitic Age book in the organ. Set the same notes in the controls of the
ship. Count number of notes from the bottom. (8, 20, 23, 13, and 6,
respectively, including the bottom as one). Press the button and the book
will appear.
Stoneship Age
Go to the other half of the
ship, up the stairs and look through the telescope. Find the location of the
lighthouse (135 degrees). Go to the umbrella and push the button on the
right to drain the lighthouse. Go to the basement and drain the chest by
opening and closing the valve at the bottom. Go back to the umbrella and
push the button to the right to let the lighthouse fill up again. Unlock the
chest that is now floating, get the key, and open the lighthouse.
Crank up the generator and
power the battery. Note that the battery is discharging slowly, so move
quickly! (If the lights go out, go to the generator and crank it again.)
Go to the umbrella, press the
middle button to drain the rock and go inside. Go all the way down the
tunnel, find the page for either of the brothers, and explore. Half of an
important note can be found in the map drawer in Achenar's room (the messy
room). The entire note is given below.
Go back to the red-lined
"panel" in one of the walls. Inside is a compass rose, similar to
the one in the Stoneship book. Push the "SE" button (the clue is
135 degrees; the thirteenth button clockwise from the top, found with the
telescope). This will turn on the submersible's lights.
At the umbrella, drain the ship
with the button on the left and go inside. Click on the desk in the lower
level, and the book leading back to Myst will appear.
Selenitic Age
Find the 5 microphones (Water,
Fire (thunder), Clock, Crystal (flute), and Wind), and turn on each of them.
The red and blue pages are at the "Crystal" and "Water"
microphones, respectively.
Go to the microwave tower
through the Wind tunnel, and aim each of the five dishes in the right
direction (use sounds, icons, and places as a guide). The coordinate numbers
are: Water: 153.4, Fire: 130.3, Clock: 55.6, Crystal: 15.0, and Wind: 212.2.
Push the sigma button. This will reveal the sound sequence to open the door
near the spaceship. (Crystal, Water, Wind, Fire, Clock)
Open and enter the door, get in
the underground craft and press forward. At each station, listen for a sound
that will indicate direction. If it is missed, press the button on the
speaker. The sounds are "plink" for north, "bloooop" for
W, "plonk" for S, and "shhhh" for E. Combinations of
these sounds indicate NE, SW, etc. The sequence of directions to get to the
Myst book is: N, W, N, E, E, S, S, W, SW, W, NW, NE, N, SE. Get out, and
find the Myst book.
Mechanical Age
The pages for the brothers are
in secret rooms accessible from their chambers. Explore next to the
"throne" in each room. Go to the "tube", and press the
button in the hallway. The floor will reveal a lower room. Go down there,
and rotate the tube until the red icon shows. Be careful not to let the tube
rotate past the red icon. Go back out, and your character will see that the
tube held an elevator. Press the wall button again to close the floor, and
enter the elevator. Press the up button, then press the "middle"
button and exit the elevator before it descends.
The building rotation controls
are above the elevator. Enter the rotation controls and rotate the tower to
the other two islands. They have the symbols for the control next to where
the Age was entered.
Use the simulator in Achenar's
room to practice how to rotate the tower. The method to be used is: Push the
left lever up one notch. Hold the right lever all the way up for about seven
seconds. Let go of the right lever, then quickly pull the left lever back
down. Practice on the simulator until the timing is right, because your
character will not be able to see the orientation of the tower.
Once the tower stops, it will
make a sound for each of the four compass directions, the same sounds as for
the Selenitic age, above.
The control panel next to where
your character entered opens the room where the Myst book is located. The
symbols are: an O with the bottom cut out; a downward-pointing down triangle
next to rectangle next to a upward pointing triangle; a circle over three
triangles; and a solid left half circle
Channelwood Age
Go to the windmill and turn the
water on using the faucet on the floor. The pull-down lever is not
functional. Go back down and use the "switches" in the pipeline to
control the water flow to the first elevator. (Not the one next to the
staircase) Climb in, close the door, and use the lever to go up.
On this level, find the control
to open and close the staircase. Go to the staircase, climb down, open the
door, and use the pipeline switches to send water to the generator that is
next to the staircase. Climb back up the stairs, and use the elevator at
this location.
Find the rooms for both
brothers (and Achenar's "temple"). Their pages are located at
those locations. In Sirrus' room (the nice room), find the other half of the
note that is located in the Stoneship Age.
Use the switches to turn on the
lone generator close to where your character entered the world. Turn it on,
and watch the catwalk appear from the water. Walk to the other side, down
the other walkway, and find the crank to extend the pipeline back to the
main line. Use the switches to turn on the elevator there, and climb up to
find the Myst book.
(To figure out where the water
is going in the pipelines, listen as your character walks past them. If the
sound of water cannot be heard, this section of the pipeline has no water.
Also, your character could trace the water from the windmill, checking every
Y junction as it is passed.)
Dunny Age (end of game)
When four pages are returned to
either brother, he will reveal the following information: go to the library,
pick the right-end book in the center shelf, and look up diagram 158. Go to
the chimney, press the button, enter the diagram below on the plate, press
the button again. Your character will see the green book (the Dunny Age),
the blue page, and the red page. Diagram 158 (click on the X locations):
X X O O O O X X
O X X O X O X X
X O X O O O X X
X O O X O O X X
X X O O X X O O
X X X X X O X O
There are 4 endings: Give the
last blue page (Achenar traps your character). Give the last red page
(Sirrus traps your character). Go to Dunny without the white page (your
character is trapped). Go to Dunny with the white page (The father goes
back, destroys both books, congratulates your character, and asks you to
remain for further adventures)
The white page is in the vault.
To get to the vault, follow the directions in the two halves of the note
("|" is the note break, the first half is in Stoneship, the second
half is in Channelwood)
Marker Switch | Vault Access
Island | of Myst
The vault is loc | ated in very plain view on
the island of M | yst and access can be
achieved very | easily if the simple
instructions are f | ollowed. First locate
each of the marker | switches on the island.
Turn every one of | these switches to the
"on" position. Th | en go to the dock, and,
as a final step, tu | rn the marker switch
there to th | e "off" position.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: