My Myst Notes

Notes I compiled during my 30 hour journey through Myst

These notes are rated on a level of challangeableness you would have to have to read a particular section. For example, if it indicates "MM," it means you have a pretty low challangeable level. Therefore, "MMMMM" means that I'm not surprised you have to use these notes; four Ms means the same, except that you have to probably think more creatively and/or logically, yet it's easy to get stumpted; three Ms means the same, except for that it shouldn't be so hard for you (think logically!); one "M" means you are certainly not thinking at all, or this isn't the game for you. This system is to keep you from accidentally reading something that you wanted to figure out yourself. Keep it as challenging as possible; read as little as possible. Only read sections if you are up against the wall and have been for some time. I recommend reading only a sentence or two at a time; not the whole section. Note: If you are stuck, there is always a way around or over it. You cannot die in the game.

Section 1 (MM): What to do First:

I recommend Atrus' interesting literature in the library about the four ages you will travel to: Channelwood, Stoneship Age, Mechanical Age, and the Selenetic Age. This absorbing reading should introduce you a bit to Atrus, his worlds, and his sons, Sirrus and Achenar. Simply click on the four books on the shelves that are not burnt.

After that, find the red and blue books in the library. Pick up the pages lying next to them with a click (you can carry only one at a time) and put them in their proper books by clicking on them also. After that, select the books and open them; the rest should be left to you. And above all, explore the island! Take in the beauty of the scenery and investigate the buildings.

Section 2 (MMMM): Tower Rotation:

Change all the power switches to the "on" position. Enter the library and stand before the map of the island; all the buildings should appear. Click on the tower and do not let go. The tower should rotate. Once the beam becomes red, let go and enter the tower via clicking on the picture of the bookshelf. Once up, and interesting view awaits you, though has no real significance. Climb down the ladder and stand before the elevator. Try going around it. If you manage to do so, do not use this next section.

Section 3 (MMM): Ways to get to all five ages on Myst island-

Note: You can go to the ages in any order.

Channelwood-

Open the safe in the cabin with the combination 7,2,4. Get a match; light it on the side of the box. Ignite the boiler. With the wheel, you can increase the steam pressure. Once the indicator gets to the very right, the big tree behind the cabin moves upward about two or three feet. The indicator will then start over on the left. Once the tree moves upward enough, a door should be appearing. Once it's large enough to get in, turn the pressure down enough so that the indicator starts going down, and yet still have enough time to enter the tree. It should take you downward (slowly) until a room is visible. Enter the book before you.

Mechanical Age-

Go to the clock tower on Myst. Control the clock hands with the gears and press the red button so it reads 2:40. Once inside, put in the combination 2,2,1. You may have to hold down the right handle for a few seconds (once the weight is at the bottom, pull the large handle on the wall to reset). Whatever happens next should look familiar. Hmmm . . .

Stoneship Age-

Go to the constellation markers near the well (the small boxes on stands in front of the greek pillars). Click on the snake, maple leaf, and spider.

Selenetic Age-

Go to the rocket engines; program the engines to display 59 volts. Go to the Selenetic Age book in the library. Find the keyboard in the back. Write the notes down. Enter the rocket (you might have to flip the connection switches on the power line supports) and program the notes into the tuner. Pull the lever on the right. You may have to try several times.

Section 4 (MMM): Channelwood

Go to the windmill; turn on the water pressure. Divert the water pressure (running water noise) with valves by pointing the red marker in the direction desired. Divert water to the first elevator. Go up it (remember to close the door). [Map] <---- on website Find the hut with the lever facing the top of the stairs. This may take some time. Pull the lever once (can you see something?). Go down the elevator or stairs. Divert the water pressure to the stairs. Go up the stairs and to the adjacent elevator. Go up the elevator. Find the blue/red pages (you can only take one) in Sirrus' or Achenar's huts. Achenar's is in the plain hut. It lies next to the "TV." Sirrus' is in his hut. Also, find a white scrap of paper that should be torn in half in one of the bed drawers. You can't take this with you, but write it down. After the whichever page is collected, go to the lower level and divert the water to the path that leads beyond the last elevator. Here you will actually have to lead the water pressure to where the walkway has ended. Pull the handle. Once the pathway is up, lead the water to where the pipe ends (not to where it goes into the ground; where it abruptly ends). then go across the newly-formed walkway to the elevator and turn the handle which controls the pipe length on your side of the path. Once the pipe is complete, go up the elevator.

Section 5 (MMM): Mechanical Age

Find the pages in the hidden compartements in Achenar's and Sirrus' rooms to the right or left off the throne in each room. The island rotational gears are above the elevator; go to the second floor, press the rectangular button, and exit the elevator. If you decide not to do this, the four-symbol code for the counter is in Section 5a.

Section 5a (MM): Mechanical Age Code

Do not read further unless absolutely necessary! The combination for the Mechanical Age counter device is: 1. 270 degree circle outline, 2. the two triangles with a rectangle in between, 3. the three triangles with circle in top, 4. semicircle.

Section 6 (MMM): Stoneship Age

The three buttons under the umbrella are pumps; the boat, room, and lighthouse, respectively. Drain the lighthouse and enter it; go to the bottom. Turn the knob on the chest; close it after a few seconds. Refill the lighthouse with the pump. Enter it and use the key on the chain to open the chest. Take the key inside and open the hatch leading to the second level of the lighthouse. Charge the batteries with the generator (the batteries have a display). Drain the rooms and enter. Find the page you want, and also the other half of the white paper. Add that half to the other. You will need this message later on. See Section 9 if you must. Go up to the telescope. Find the number of degrees in which a distraction should appear. Go down the passageway to the rooms, then, at the thirdd landing, enter the hidden passageway (lights should be on). Click the button where the aforementioned direction lies at. In case of complications, you may have to recharge the batteries and try again. Now, enter the ship after draining it. Click on the table.

Section 6 (MMM): Selenetic Age

If you do not chose to visit all the locations, program into the tuner the noises (in order)- whistling, water rushing, wind, fire, and clock. Once you have that completed, enter the building and eventually the ship (if you want to, you can walk around outside the ship, providing some interesting views). Once inside the ship, use the map to navigate (press 'Forward" to go forward). When you arrive at a certain place, a noise should go off. If not, you are in the wrong place and can use the "Backtrack" button.

Map on website

Use the arrows to rotate; always look for places without a red light.the directional display is strongly recommended for coordination.

Once at the end (in a more artificial-looking tunnel), you can open the door and exit using the blue button. The book lies before you.

Section 7 (MM): The Climax

Put your acquired page into the corresponding book, whichever it may be. USE YOUR OWN JUDGEMENT IN WHAT IS ABOUT TO HAPPEN AND THE DECISIONS YOU ARE ABOUT TO MAKE! DO NOT READ ON UNLESS YOU ABSOLUTELY POSITIVELY HAVE TO.

Section 8 (M): Conclusion

The pattern is on page 158 of the book farthest to the right in the middle shelf. Enter it into the fireplace. Select the green book, but do ot enter! Once finished, take your two white scraps of paper together. Do as it says.

Section 9 (M): White Message

Marker Switch Vault Access

Island of Myst

The vault is located in very plain view on

the island of Myst, and acess can be

acheived very easily if 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.