Myst Strategy Guide
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.
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.
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.
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.
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
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.