Author: Tinister firstname.lastname@example.org Version 1.0
Few are chosen. Fewer succeed. Journey now to an island world
surrealistically tinged with mystery...
where every vibrant rock, scrap of paper, and sound may hold vital clues
to your unraveling a chilling tale of intrigue and injustice that defies
all boundaries of time and space. Only your wits and imagination will
serve to stay the course and unlock the ancient betrayal of ages past.
- Back of the box
Most people don't like this game, mainly because it doesnt contain
killing or bloodshed. Yet, it makes you think, which half of Americans
don't like to do.
Table O' Contents
I. Q&A Walkthrough
II. Complete Walkthrough
B. Mechanical Age
C. Stoneship Age
D. Channelwood Age
E. Selenitic Age
III. Puzzle Soultions
I. Q&A Walkthrough
This walkthrough does not ruin the game for you. It helps you at places
where most people get stuck.
Q: Where do I go?
A: It's up to you. Explore around the island until you know what you need
Q: What are Marker Switches?
A: Those are the little switches you find around certain structures and
landmarks. Count them up and put them in the fore chamber by the dock,
like the note says.
Q: What is the Tower Rotation?
A: The Tower is the big mountain behind the library. You can get a good
view on the gear platform. To rotate it you use the map in the library.
Q: What happens when the line turns red(on the map in the library)?
A: That means you have stumbled on a clue. Go to the tower and get that
clue. How do I get into the library you say? That you need to find out
yourself. The door is in the library.
Q: Where are the red and blue pages?
A: Check for hidden doors in the main rooms. Like other ages, the page is
in the son's room(i.e. red page is it Sirrus' room).
Q: What's the point of the elevator?
A: Press the middle button and get out. You should now be in front of the
tower controls, just like the one in the Achenar's room. Be sure to write
the sound for each direction.
Q: How do I get in these tunnels?
A: You need to pump the water out. The pump should be easy to find.
Q: What's this piece of paper for?
A: You need the contents to finish the game. Write it down exactly as you
see it, so when you find the other half you'll be able to get the whole
Q: Which button do I press in the room between the tunnels?
A: The button that represents the lighthouse. You need to use the
telescope to find the degree. Then press the button at the same degree. A
little math is required.
Q: How do I get these elevators to work?
A: Go to the rocky island and play with the controls. Then use the
controls on the pipe to guide the power to the elevator.
Q: How do I use the elevator on the higher storie and power it at the same
A: Use the stairway next to it. A lever in one of the huts opens the door.
Q: How do I find the combination for the shed in the front?
A: Turn the 5 sounds on and find them on the contraption on the middle
island. Then press the bottom button. You need to find them perfectly. If
you hear the sound, look at the arrows. If one of them blinks, press it
until none of them blink.
Q: Where's the dripping water sound?
A: Took me a while to find. It's right of the burning fire landmark.
Q: Where do I go in the track train?
A: Use the sounds to guide you. Remember the Mechanical Age? If you don't,
Just go any direction but if you don't hear a sound anymore, backtrack and
go another way.
Q: Which brother do I free?
A: It's a hard choice. They both say don't touch the green book. But...
Q: Where do I find the missing page.
A: Use the 2 pieces of the paper from Stoneship and Channelwood ages.
II. Complete Walktrhough
This walkthrough tells all details to finishing the game of Myst. First
of all, you dont want to ruin this game. If you've already beaten the
game, fell free to look to see how you get the answers to puzzles you've
guessed on. If you've been stuck on something for weeks and the Q&A
doesn't help, then you can look. Well here we go,
Walk around the island until you find a note on the ground to Catherine.
Then go around counting all the Marker Switches and putting them to the
"on" position(lever is up). Go to the fore chamber beside the dock and put
the number of Marker Switches in the panel beside the stairway. Then press
the button by the pool. If nothing happens you counted wrong. You should
get the message from Atrus.
Go into the library and put the red and blue page in the red and blue
books respectively. You can listen to the people in the books if you wish.
Read the unburnt books in the bookshelf and sketch any designs that you
find. Now go to the map and hold the button until the line turns red.
Press the picture of the bookshelf to reveal a passage. Go up the
elevator in the passage. Look out the window to find where the book is and
write the keys to the book. Go back to the library and press the button
until the line turns red again etc. etc. Once you find the locations and
keys to all 4 books. Press the picture of the door in the library.
Now go to the far end of the island. Play with controls until the clock
reads 2:40. Press the button an go across the bridge. Throw the Marker
Switch. In the clock you need to throw the switches until the numbers read
2,2,1 top to bottom. You wont able to do this just throwing the switches.
Hold one of the switches down and the middle number will keep spinning.
Once you get 2,2,1; go to the big gears by the dock and enter the
B. Mechanical Age
First goto one of the main rooms in the fortress and face the throne.
Open the door behind the throne to get the red/blue page. Then goto the
room with the blue page and play around with the device there. Learn what
controls do what and write down what noise corresponds with what
direction. Then go to the back of the fortress and press the button on the
wall to lower the floor. Keep rotating the elevator until the screen turns
red. Then go back up and raise the floor. Go up the elevator, press the
square button, and run out before it goes back down. Now you should be in
front of the fortress controls.
Rotate to all 4 directions and on each direction leave the fortress to
see whats out there. You should come across 4 symbols. Go back to the
south position, and go outside and put the symbols in the puzzle board.
Then go down and touch the Myst book.
C. Stoneship Age
After you've returned both the red and blue pages to the books, go to
the planetarium and put the 3 dates and time in the device above the
dentist chair. Write down the pattern of stars that corresponds with each
date. Now go to the library and find the book with a bunch of stars in the
back. Find the star pattern and write down that constellation that goes
with each pattern. Now go out by the birdbath and press the 3
constellation on the buttons next to them. The ship in the bath should be
lifted. So should the ship near the dock. Go to the ship and enter the
door and touch the book.
After you enter Stoneship, Go to the telescope and write down the degree
for the lighthouse. Then go to the pump(it looks like a big umbrella) and
pump the water out of the lighthouse. I don't remember what button it is,
Just try all the buttons until the lighthouse is pumped out. Now go to the
lighthouse and go down the stairs. Pull the switch on the chest to empty
the water and again to keep the air in. Now go back to the pump and press
a different button so the lighthouse is filled again. Go back to the house
and open the chest using the key. Grab the other key in the chest and open
the door on the ladder. Go up there and run the generator until the
batteries are full. Pump the water out of the two tunnels. Go down the
tunnel nearest to the telescope and write down what you see on the half
sheet of paper. Then go down the other tunnel and half way down open the
door on the wall. Go to the circular board. The whole board equals 360
degrees. Press the button that equals the lighthouse degree, or 135 degree
or press the 12th button to the right not counting the top button. Now
pump the water out of the ship deck. Go down there and click on the table.
Touch the Myst book.
D. Channelwood Age
Once you've returned both pages to Myst, go to the cabin in the woods.
Put 7,2,4 in the safe on the wall, grab a match, lite it, and put it in
the furnice. Then turn the wheel on the wall clockwise, or so that the
arrows are green(Note: You don't want to rapidly press the mouse or the
game will freeze while it's waiting to turn). Once it can't turn anymore,
wait for the clunking sound to stop. When that happens, turn the wheel
counterclockwise, or so that the arrows are red. Do this until the fire in
the furnice is out. Then run out of the cabin, and run to the tree(This
may take a little practice). When you can, run into the small room in the
tree and wait until you come to the bottom. Touch the book.
First of all, go to the rocky island, and turn the hose on. Then pull on
the lever on the generator that turns the windmill. Go out and when you
see a the the pipe goes to 2 pipes, use the yellow bar to line up with the
pipe you want the power to go through. Get the power to run to the
Once you reach the second storie through the elevator, find the hut with
the lever that opens the door. In the Channelwood book, it should be the
one with the "future bridge" next to it. Once you pull the lever, go to
the other side of the "future bridge" and down the stairway. Channel the
power to the stairway and go back up the stairway. Go up through the
elevator to the third storie. Collect pages and write down the second half
of the paper.
Return again to the lowest storie, and channel the power to a lever
sitting at the end of a bridge. Pull the lever and cross the bridge. Then
when you come to the final elevator, turn around and extend the pipe out
to the pipe at the other side of the bridge. Then channel the power to
that elevator using the pipe you connected. Then go up the elevator. Touch
the Myst book.
E. Selenitic Age
Once you've returned both pages from Channelwood, go to the brick shed
on Myst. When you get to the controls, press each button _seperately_ and
record the voltage for each button. Then press a number of buttons that
equal to 59 volts(There are various ways to this, just use some math.
Press the buttons that correspond to 16-19-22-2). If you happen to go over
59 volts, you'll blow a fuse. To fix this, you must climb up the two
brick towers and throw the switch. One is behind the shed and the other
is by the rocket. Once you have reached 59 volts without going over, go
back to the library and page through the Selenitic book until you see a
keyboard. Write down the keyboard and key with it's number. Now go to the
rocket. In here you must press the key on the keyboard and put the same
sound on the panel in front of the rocket in the same order as in the
book. There are two ways to do this. 1) Memorize, hum, record the sound of
the keyboard and put it in the panel. 2) Count the keys going from the
left counting the black keys. Then count the same number of notes coming
from the bottom of the panel going up. Once you have all 5 notes put in,
pull the lever. If you have the notes correct, a book should appear in the
window. Touch it.
In Selenitic, look for 5 buttons that represent sounds. Those sounds are
the dripping water, burning fire, ticking clock, mystical music, and
fierce wind(I don't think those are the real names, I just made them up).
Once you've pressed these 5 buttons, go to the wind button and down the
tunnel. Once you come up the other side, open the contraption. Then find
the sound for each picture. To do this, look for the landmarks they're by,
and when you hear the sound, look at the arrow buttons to see if one's
flashing. If one is, press it. Once you hear the sound and the buttons are
not flashing, then move to the next button. Look below for exact degrees.
Once you have all 5 sounds, press the big button at the bottom. Write down
the order in which the sounds are played. Then go to the brick shed at the
beginning of Selenitic and put those sounds in going left from right. Once
inside, go in the rocket and hit the foward button. Then from now on, use
the sounds to determine which direction to go. Remember the sounds from
the Mechanical Age? If you need to hear a repeat, press the button on the
speaker. If you don't know the sounds, just go until you don't hear any
sounds, then backtrack. Once you reach the end, touch the Myst book.
Once you return both pages from Selenitic, listen to the guys in the
books. Do as they tell you. Once you're in the fireplace and youve entered
pattern 158, open the green book. Listen to the guy in there. Now return
to the library, and find the missing page. To do this, use the papers you
found in Stoneship and Channelwood. Then return it to the guy in the green
book(P.S. the guy in the red book is Sirus, the guy in the blue book is
Achenar, and the guy in the green book is Atrus, the father) There is 3
other ways to end the game: return all blue pages(get trapped in the book)
return all red pages(same thing), and go to D'ni(the green book) without
the white page(trap yourself in D'ni).
III. Puzzle Solutions
Planetarium, the 3 dates
Oct. 11, 1984 10:04 AM
Jan. 17, 1207 5:46 AM
Nov. 23, 9791 6:57 PM
Bird Bath, the 3 pictures
Leaf, Snake, Beetle
Clock Tower, time
Clock Tower, inside
2,2,1(hold the lever)
Brick Shed, voltage
59 volts, can be achieved by pressing 19-16-22-2.
South Island, Myst book puzzle
( ) \/||/\ O (| Alright! So they are crude. You should still get them.
Underwater Lights Button
135 degrees from right
dripping water - 153.4
burning fire - 130.3
ticking clock - 055.6
mystical music - 015.0
fierce wind - 212.2
Brick Shed Combination
mystical music, dripping water, fierce wind, burning fire, ticking clock
Rocket Way Directions
Marker Switch Vault Access
Island of Myst
The vault is located in very plain view on
the Island of Myst and access can be
achieved very easily if the simple
instructions are followed. First, locate
each of the Marker Switches on the island.
Turn every one of these switches to the
"on" position. Then go to the dock and,
as a final step, turn the Marker Switch
there to the "off" position.
(X = pressed in, O = untouched)
Br-derbund - for making this game
Cyan - for producing this game
Me - always gotta give credit to yourself
This FAQ(2) is copyright 1999 by Tinister. This may not be used as a money
making buisness, or used any other way without the proper credit to me.