Assembler: John T Burt Web site http://www.SciFiOne.com or http://chem.csustan.edu/JTB/JTB-splash.htm Copyrighted - Printable for personal use only. Printing suggestions from JT Burt. Use a small font. With 12 point times, the book is about 66 pages. Proportional font will work on all of the book except answer DF7 in chapter 7. DF7 needs a monospaced font, but it was not a critical answer for me. Replace each occurance of "++++++++++++ CHAPTER BREAK +++++++++++++++++" with a forced new page. Consider adding a header or footer with the chapter number and page number right justified so you can find each chapter quickly. ++++++++++++ START OF BOOK +++++++++++++++++ Myst Hints from Doug Ingram, INTRODUCTION Welcome to the Myst Hint Guide Book. This book is based on the structure of and hints on Doug Ingram's Myst Hints web site (January 8, 1997 update version). As of Feb 97 the address for the site was . The book was assembled by John T Burt. PLEASE NOTE: This book is *NOT* designed to be a walkthrough. If it is used properly, hints on solving the puzzles in Myst should be revealed gradually so as not to spoil the game. Myst legal disclaimer: Myst(r) is a registered trademark of Cyan, Inc. Copyright (c) 1993 Cyan, Inc. All rights reserved. ---------------------------------------- The hints are presented as a series of linked 'questions' and answers (the result makes a tree structure). Each answer is assigned a distinct code made up of two letters and a number that represent the 'Age/Question/Answer'. To find an answer, work backwards. The 'Answer' Number matches the chapter number. The 'Age/Question' Code identifies the entry in the chapter. FIRST LETTER: Each of the 'ages' to be explored is assigned a major branch off the Myst trunk. The first character of the answer code is the 'Age' trunk code letter. The Introduction (this document) will give you the letter code for each age and point you to the appropriate section in the Prolog. You don't need to memorize the 'Age' codes, the age names are repeated in each chapter. SECOND LETTER: In the Prolog each 'age' has its own section with a list of questions. Each of these questions is assigned a secondary branch off 'Age' branch. The second character of the answer code is the 'Question' branch code letter. At the end of each question is the absolute answer code pointer to the answer. NUMBER: Each of the answers in an 'Age/Question' branch is assigned a number. To find a specific answer, go to the chapter that matches the Number. Then find the 'Age/Question' Code that matches. Hint: answers are in 'Age/Question' Code alphabetical order within each chapter. So, if a question points to answer AH10, turn to chapter 10. Look for the answer with the code AH10 above it. Note that if an 'Age/Question' thread does not extend that far, the answer will say NONE and multiple NONE answers were compressed to one line to save space. But, why are you looking for that answer anyway, since no question pointed to it. All told this book consists of an Introduction, a Prolog, and 18 chapters numbered from 00 to 17 and each chapter has a five sections. Note; All the 'Age/Question/Answer' codes are based on the filenames from Doug's web site. He has my compliments for being so organized. This book would have been exceedingly difficult to assemble otherwise. JohnB ------------------------------------- I need help with (link to the appropriate world): Myst Island This link provides clues for the part of the game that takes place on the main island of Myst and all the structures on that island. This includes some of the things you need to know at the very beginning and at the very end of the game. (Go to Myst part of the Prolog, Age code is A) The Channelwood Age Channelwood is the age where everything is on walkways or trees that are hanging over water in a swampy setting. When you enter this age, there is a beautiful movie in which you fly past an old windmill. (Go to Channelwood part of the Prolog, Age code is B) The Stoneship Age The Stoneship age has the remnants of a ship that has somehow fused with a huge rocky outcropping in the middle of a seemingly endless body of water. (Go to Stoneship part of the Prolog, Age code is C) The Selenitic Age This age looks like the equivalent of a nuclear wasteland (the library books imply that it suffered a large meteor storm). This is the age that has all the interesting sounds and the large door with the sound-based lock. (Go to Selenitic part of the Prolog, Age code is D) The Mechanical Age This age has a strange looking fortress sitting on some sort of circular platform out in the middle of the water. (Go to Mechanical part of the Prolog, Age code is E) The D'Ni Age (pronounced like "Dunny") Telling you exactly what this age is could be construed as a spoiler for the game itself, so let me just say you'll know it when you see it. Do NOT link here unless you want major spoilers about the endgame!! (Because this 'age' is special, the hints have been moved from their normal location. Don't go there unless you want the endgame spoilers. Go to chapter 17.) Doug Ingram -- ingram@shrubbery.com -- "Carpe Datum." John Burt -- http://www.SciFiOne.com or http://chem.csustan.edu/JTB/JTB-splash.htm ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, PROLOG This is the initial quesion level. Each 'age' has a list of questions. After each question is the link code to the answer which will be in chapter 00. ================================================= MYST ISLAND (Answer code first letter A) ================================================= This page is intended for those who are trying to figure out the puzzles on Myst Island in all stages of the game. A piece of general advice: The game of Myst is made for those who like to explore in a non-linear fashion. Don't hesitate to do this. Many puzzles in this game consist of simple machines. For example, on Myst Island, you'll find a safe with a three-digit combination. You can either try every possible combination until you hit on the right one, or you can try to find the solution to this puzzle the "correct" way. There is NO PUZZLE in Myst that should be solved in a "stubborn" way. There is always some way to discover the combination of numbers, symbols or actions you need that will get you beyond the puzzle. What is a marker switch and what is it used for? AA0 I can't get that device in the forechamber by the dock to work. AR0 I don't understand something about the letter by the pathway. AB0 What did Atrus mean when he said "Remember the tower rotation"? AC0 What am I supposed to do on that platform with the giant gears? AD0 Is there any way to get to that submerged ship by the dock? AE0 What is that round building between the library and the dock? AF0 What am I supposed to do in the library? AG0 How do I get the rocket ship to work? AH0 What is that tall tower that supports the wires to the rocket ship? AI0 What are all those buttons near the fountain for? AJ0 For that matter, what the heck is the fountain for? AK0 What about the small brick shed that leads into the cave? AL0 How can I get out to the clock tower in the water? AM0 What am I supposed to do inside the clock tower? AN0 What am I supposed to do in the log cabin in the woods? AO0 Is that huge tree just there for looks? AP0 I found a "white page" that I can't read. What is it? AA5 What is the point of this game? (Is that the end?) AQ0 ========================================= CHANNELWOOD (Answer code first letter B) ========================================= This age can be reached via the book that can be found in the vicinity of the large tree on Myst Island. This age consists of a series of pathways and huts suspended among some trees above water. There is also a large windmill on an island connected to Channelwood. What is the purpose of the windmill? BA0 Does that sound of burbling water mean anything? BB0 What are those little devices at the pipe intersections? BC0 How can I get across that gap in the path on the first level? BD0 I can't get the elevators to work! BE0 I can't find the red/blue pages! BF0 How do I get into that spiral staircase? BG0 Where is the Myst book? I want to go back to Myst Island! BH0 ========================================= STONESHIP (Answer code first letter C) ========================================= This is the age that has the large ship embedded in a rocky little island in the middle of an endless body of water. What does that little platform with the umbrella do? CA0 I can't get somewhere because of the water level! CB0 Ok, I fixed the water level problem. Where are the lights?? CC0 How do I get into the top level of the lighthouse? CD0 What is that telescope on top of the island for? CE0 What am I supposed to do with that compass between the brothers' rooms? CF0 Where is the Myst book? I want to go back to Myst Island! CG0 I can't find the doorway that leads to the compass! CH0 ========================================= SELENETIC (Answer code first letter D) ========================================= You can reach this age by activating the book in the spaceship on Myst Island. Keep your ears open in this age! How can I get in that big door near the rocket? DA0 What are those buttons for near the dish antenna arrays? DB0 How many different dish arrays are there, and where are they all? DC0 What is that tall tower of dish antennae out in the middle of the lake? DD0 How do I work the control panel of the tower? DE0 Okay, I made it through the big door, but I'm stuck. DF0 Where is the Myst book? I want to go back to Myst Island! DG0 I can't find one of the red/blue pages. DH0 ========================================= MECHANICAL (Answer code first letter E) ========================================= This age has a large Oriental-looking fortress surrounded by three small islands (the one you start on, and two small islands to the East and North, respectively). What is the little stand with four buttons for? EA0 How can I access that staircase next to the starting place? EB0 I can't find the red/blue pages! EC0 Are any of those gadgets in the brothers' rooms useful? ED0 What is that device at the bottom of the staircase in the fortress? EE0 How can I get into that central column in the fortress? EF0 Is there any purpose to those other two little islands I see? EG0 Where are the actual controls for rotating the fortress? EH0 Is there anything I'm supposed to do on the top floor of the fortress? EI0 How does the fortress rotation device work? EJ0 Where is the Myst book? I want to go back to Myst Island! EK0 Something's wrong with the damned game! The rotation doesn't work right! MECHPATCH ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-00 Answers with code number 0 (zero). ========================================= MYST ISLAND ========================================= AA0 The marker switches DO serve an important purpose. You should experiment with flipping some switches on (keeping track of which ones you have turned on). Something on the island keeps track of which marker switches have been switched on. Can you figure out what it is and what it is used for? No, I can't. Tell me please! AA1 I know what you're talking about, but how do I use that thing? AC1 I know all this stuff, and I've been able to find the books leading to all the other worlds. Is there anything else I can do with the marker switches? AA2 ------------------------------------------- AB0 This page refers to the note from Atrus to Catherine that is lying beside the pathway leading up from the dock to the rest of the island. Where is the "forechamber by the dock"? AB1 Ok, I found the forechamber, how do I know what buttons to push? AB2 ----------------------------------------------- AC0 This is a critical clue that will help you find the gateways to the other worlds accessible from Myst island. Is there anywhere on the island that you can watch the tower rotate or make the tower rotate? See if you can find such a place by exploring. I give up...tell me more about the tower rotation. AC1 ---------------------------------------- AD0 Watch the opening film of your arrival on Myst, paying close attention to the gears. I don't get it. AD1 Ok, so what? AD2 ---------------------------------------------- AE0 Yes. Thanks, wise guy, but I was hoping for something USEFUL! AE1 ------------------------------------------------ AF0 That is the planetarium. Experiment with the chair in the middle (and the light switch by the door) and see if you can make it work. Ok, I know how it works. What is the purpose of this building? AF1 Yes, yes, I know. Tell me what dates to type in! AF5 -------------------------------------------------- AG0 Well, first you should experiment with everything in there. Check out all of the books, and take notes on the readable books you find on the bookshelf (don't worry about the book with patterns in it for now). What are those mirrors/paintings supposed to do? AG1 What are the guys in the red/blue books saying? AG2 What am I supposed to do in the fireplace? AG3 What is the purpose of that map? AG15 ------------------------------------------------ AH0 In order to get that door to open up, you must first power up the spacecraft... Ok, how do I go about doing that?? AH1 Way ahead of you...door is open...now how do I use the controls? AH8 I know what I'm supposed to do, but some bug/problem is keeping me from it! AH11 ------------------------------------------------- AI0 You should explore the towers to see what's up there and also follow the wires from the rocket to their origin. Experimentation will make everything clear. Experimentation just confused me! Can you spell it out for me? AI1 -------------------------------------------------- AJ0 Well, you could just click on a bunch of different combinations to try to figure it out, but as you may know by now, that is the wrong approach to solving any Myst puzzle. The buttons are related to the submerged ship in the fountain. Please tell me more! AJ1 --------------------------------------------------- AK0 If you can figure out how to raise the ship in the fountain from under water, you'll raise the ship by the dock as well! Yes, well, I knew THAT. So how do I raise the ship? AK1 ------------------------------------------------- AL0 Have you followed the cave to the end? If not, do it! As for the control room you'll find. . . try some experiments! Can you figure out what the controls are for by looking around? I'm totally stuck. I don't understand any of this. AH2 ------------------------------------------------- AM0 The wheels that control the clock hands are a key here, so you just need to figure out the proper setting! I knew THAT. What is the setting?!? AM1 I already know the correct time, but for some reason it isn't working. AM4 ------------------------------------------------ AN0 The mechanical controls should be fairly easy to work out. You just need to know the proper set of numbers that need to come up in order for something interesting to happen... What is the set of numbers? AN1 I know the sequence, but I can't make it appear! Help! AN3 ----------------------------------------------- AO0 Well, you clearly need to figure out how to open the safe. I don't recommend just trying random combinations (that is never the way to solve any Myst puzzle). Once you've done that, you should be able to find a way to operate the rest of the machinery in the cabin. How can I find the combination to the safe? AO1 Can you just GIVE me the combination to the safe? AO2 I've got the safe open, but I'm stuck! AO4 ----------------------------------------------------- AP0 No. Ok, wise guy...now how about some REAL help? AP1 ------------------------------------------------------- AQ0 Errr...to have fun? Seriously, the game is intended to be fairly non-linear with the main purpose being the guided exploration of a variety of different worlds. The overriding plot is that you return blue and red pages to the two brothers from the different worlds and decide whom to trust at the end after seeing all the evidence in the different worlds and hearing what they have to say from their books. There is no more PLOT than that, but the game is really meant to be *appreciated* more than it is meant to be *won*. If you came into Myst expecting something different, you might be disappointed (or pleasantly surprised). Remember, sometimes the journey itself is the reward. ---------------------------------------------------------- AR0 It has been pointed out to me that red/green colorblind people have a hard time finding the button to open the control panel for the dimensional imager. Facing the staircase while down in the forechamber, there should be a control panel on the wall just to the left of the stairway. There are a couple of numbers there for reference that you should try out. What number do I need to punch in for the important message? AB3 ========================================= CHANNELWOOD ========================================= BA0 I assume you've gone there to explore it. Try experimenting with turning different things on and off and then seeing if that affects any of the other devices or sounds you may encounter in Channelwood. What is the usual purpose of a windmill anyway? I need more help than this. BA1 ----------------------------------------------------------- BB0 Does the water sound correlate with anything else? Does it only occur in certain places on the island? Can you cause the sounds to stop in one place and start in another? Does the sound have anything to do with whether or not particular devices (like elevators) are working? See if you can figure out the answers to these questions. Please fill me in a bit more about this. BA3 ----------------------------------------------------------- BC0 Try experimenting with a few of them to see if it changes anything along the pathways. I'm not sure I understand the burbling water sound I keep hearing. BB0 Can you tell me exactly what these levers are used for? BA3 ----------------------------------------------------------- BD0 Have you figured out how to make all the different devices work yet? If not, you should learn what the burbling water sounds mean and how the windmill and the levers at the intersections all are related. I don't know what the purpose of the windmill is. BA0 What does the burbling water sound mean? BB0 I know all this stuff, but I can't get across that gap! BD1 ----------------------------------------------------------- BE0 Have you figured out how to make all the different devices work yet? If not, you should learn what the burbling water sounds mean and how the windmill and the levers at the intersections all are related. You might also check to make sure that the door is closed when you pull the handle to move the elevator. I don't know what the purpose of the windmill is. BA0 What does the burbling water sound mean? BB0 I know all this stuff, but I can't get the elevators working! BE1 I can get ONE elevator working, but I need to get into the staircase! BG0 ----------------------------------------------------------- BF0 You'll need to find a way up to the third level of Channelwood. Ok, so how do I get up there? BF1 I've made it to the third level, but I can't find the pages! BF2 ----------------------------------------------------------- BG0 There must be a way to open one of those entry doors remotely...perhaps if you checked the Channelwood map in the library very carefully, you could find a clue you missed the first time? I'm still stuck! BG1 ----------------------------------------------------------- BH0 You'll find the Myst book in a room that one of the elevators will take you to. You'll have to figure out a way to get beyond the gap in the pathway on the first level to get to that elevator and then make it work. How can I get across that gap? BD0 ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA0 Try it out and see what happens to the water level in three different places: The big rock in the middle, the lighthouse, and the staircase in the "front" of the stoneship. ----------------------------------------------------------- CB0 Experiment with the umbrella platform and see what that does to the water level in a variety of places! ----------------------------------------------------------- CC0 Is there someplace you haven't been able to explore yet? The light controls certainly aren't going to be in a dark area... I need more help! CC1 ----------------------------------------------------------- CD0 Have you tried experimenting with the water level in the lighthouse and exploring it thoroughly? Yes, but I'm still at a loss! CD1 ----------------------------------------------------------- CE0 My advice is to treat it like any other object in Myst...take notes in your journal about what kind of interesting things it does. Can you just tell me what is important about it? CE1 ----------------------------------------------------------- CF0 Well, if you experiment with it, you'll soon discover that you need to figure out which button to press! What compass rose diagram are you talking about? CF1 Which button do I press? Can you give me a clue? CF2 ----------------------------------------------------------- CG0 It's somewhere down the staircase at the front of the ship. Errr..could you be a little more specific? CG1 I can't get the lights to turn on beyond the door there. CG2 ----------------------------------------------------------- CH0 The compass rose diagram is located in a chamber between the rooms of the two brothers. To find the doorway leading to it, go to the first landing above either bedroom. The doorway is in the lower third of the wall to one side of where you are standing (marked by a faint red line in my version, which doesn't appear on some monitors -- you may want to fiddle with contrast/brightness). You can figure out which side by realizing that the compass is between the two bedrooms. In some versions, I'm told that the doorways are on the wrong side of the stairs. Another solution that might help you will be to turn off "zip" mode so that you can explore the stairway step-by-step more easily. Easiest is to go all the way to the bottom, turn around, and start heading back up one step at a time. At each step, touch the lower part of the wall to either side. You should find it within 3-4 steps. ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA0 The door is kept closed by a sound-based lock. You'll have to determine the proper sequence of sounds to play in order to get the door open. I figured that much...so where can I find a clue to help me? DA1 ----------------------------------------------------------- DB0 Notice next to each of the dish antennae scattered about in this age is a little device that acts as a microphone. By turning on the antenna (pushing the button and lighting up the sound icon), you're enabling the antenna to transmit the sound that the microphone is picking up. What good does it do to activate these arrays? DB1 How many transmitters are there, and where are they all? DC0 ----------------------------------------------------------- DC0 You should find five. Walking on from the spacecraft past the big doorway, you'll find two along pathways to your left before you get to the water along the main path. Turning right at the water and following the path around the lake, there are two more transmitters on your right: one at the clock tower and one in the obelisk forest. Finally, there is one more transmitter at the end of the lake path, right next to the tunnel entrance that takes you to the control tower. ----------------------------------------------------------- DD0 You can go out to it by following the path all the way around the lake and through the tunnel you'll find at the end of the path. The antennae on the control tower (five in all) are intended to receive sounds from the five transmitters on the island. What transmitters? DB0 How do I work the control panel? DE0 What am I trying to accomplish by making the tower "work"? DE3 ----------------------------------------------------------- DE0 There are six buttons on the control panel. Each of the five buttons with an icon on it corresponds to one of the five transmitters that are located elsewhere in the Selenitic Age. The bottom "sigma" ("E" or "sum" button, if you prefer) button will play the sound being received by each transmitter in a particular sequence. The two arrow keys are used to move a particular receiver in one direction or the other. Ok, I have this figured out, but I'm still at a complete loss. DE1 Where am I supposed to point each of the receivers? DE2 What am I trying to accomplish here? DE3 ----------------------------------------------------------- DF0 You'll need to climb into the little ship that you'll find in the caves and push "Forward" to enter the maze. Then you have to figure out how to solve the maze! Yes, I knew that! But I'm stuck in the maze! DF1 ----------------------------------------------------------- DG0 First you'll have to get past the door by the rocket that has the sound-based lock. Then you'll have to get through the maze that lies beyond the door. Once you've done both of those, you'll be able to walk straight to the Myst book. ----------------------------------------------------------- DH0 The two pages are not meant to be difficult to find in any age, but sometimes they are easy to overlook. Try searching around near the various transmitters. Can you tell me which transmitters to look near? DH1 ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA0 That stand activates a staircase right next to where you are standing. Where does the staircase lead? EA1 ----------------------------------------------------------- EB0 You'll need to enter the proper code into the control stand next to the staircase. The staircase will lead you to the Myst book. Where can I find the code? EA2 Can you just tell me the code without any hints or anything? EA3 ----------------------------------------------------------- EC0 I assume you've already explored the fortress fairly thoroughly, but perhaps you did not look carefully enough at the map of the fortress that you found in the Myst Island library... Huh? That doesn't help! EC1 ----------------------------------------------------------- ED0 The gadgets are mainly there for show, though they do reveal a fair bit about the two brothers. I really liked the painting of Sirrus in his throne room. Talk about smug! In all the ages, the major purpose is simply to find the pages and then find your way home. The rest, while very interesting and fun, is really just for show. Then again, if you're trying to play this game like you're "on a mission", then you're taking the wrong approach, imho. ----------------------------------------------------------- EE0 Does the little picture in the middle of the device remind you of anything? Does it look like it relates to something within the fortress? Are there any special settings that it changes to when you move the lever? Can you give me more help? EE1 ----------------------------------------------------------- EF0 Try finding the controls to that column...where is a logical place? I have no idea. Can you tell me? EF1 ----------------------------------------------------------- EG0 If you could find a way to get out there, the purpose of those islands would become clear. How can I get out there? EE1 ----------------------------------------------------------- EH0 Well, I assume you've seen the fortess rotation SIMULATOR in Achenar's room. Have you seen anything else anywhere that looks like that? Can you give me a vagueish hint? EH1 Yes, I have! How can I get there? EH4 ----------------------------------------------------------- EI0 Have you had a look around while you were up there...I mean, EVERY direction?? I don't follow you. EI1 Ah, I see. So how do I get to that thing? EH4 ----------------------------------------------------------- EJ0 You should really practice with the simulator in Achenar's torture chamber/room before messing around with this rotator. It will really help you understand what the heck is going on. I've done that, but I still can't make sense of this thing! EJ1 Is there any way to tell what direction I've rotated to? EJ2 ----------------------------------------------------------- EK0 It's VERY close to the place where you enter the Age. Errr, that doesn't help. EK1 ----------------------------------------------------------- MECHPATCH Do a "Get Info" on your Myst application. If the version number is 1.0.1, then you should not be having this problem. Supposedly, the fixed version of Myst has been the only version shipped for the past 6 months. Version 1.0 seems to have the "fortress rotation bug" in all copies. If your copy of Myst has this bug, then the fortress will seem to rotate, but then it won't. Or the sounds it makes when it rotates ("Bink" for North, "Clonk" for South, etc) will not correspond to reality. There is a simple fix for this. Click below to grab the Macintosh version of the Mechanical Age patch, which will create a new copy of the Mechanical Age Myst file for you to replace the old copy in your Myst Files folder. Once installed, the mechanical age should work properly again. The rotator is still a bear to figure out, but at least it will work correctly! If you need help figuring out how to turn this download into an application, please ask a friend. I don't have time to tutor everyone on all the steps for their particular machines & software, so please do not ask me by email. Go find a manual or a FAQ (such as the comp.sys.mac.games FAQ in hypertext format)...it is well-explained in many, many, many places. If someone would like to email me or point me to the PC version of this patch, I'd be happy to provide it. Mechancal Age Patch for the Mac (.sit.hqx version) ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-01 Answers with code number 1. ========================================= MYST ISLAND ========================================= AA1 Try experimenting with the map in the library and having different marker switches on or off. Ok, but I still don't understand how to use the map AC1 ----------------------------------------------------------- AB1 Go back to the place where you first "landed" on Myst island. Turn left from your original facing and you should see a fairly dark door in front of you. Press on this to reveal the forechamber. Ok, what do I do in the forechamber? AB2 ----------------------------------------------------------- AC1 The map in the library controls the tower and makes it rotate. You can cause the tower to rotate by holding down the proper control on the map. While you're holding it down, you'll notice a line swinging around the island like a radar. You'll also notice that when a marker switch is on, the structure that it is close to will light up on the map. Experiment with having different marker switches on and different orientations of the tower. I don't understand what I see...is this accomplishing anything? AC2 ----------------------------------------------------------- AD1 I don't know if this is the same for all versions of Myst, but in my version, the opening movie shows one of the gears in an OPEN orientation while on the island itself, the gear is closed when you arrive. Huh...so what? AD2 ----------------------------------------------------------- AE1 Well, there is another place on the island that also has a smaller submerged ship. Perhaps the two places are related? Yeah, I'm not a dork. I figured that out. How do I raise the ship? AE2 ----------------------------------------------------------- AF1 There is a hint to the potential of this building in one of the books in the library (one of the ones on the shelf with text, not the red or blue book with the two brothers). Too vague! Tell me more! AF2 ----------------------------------------------------------- AG1 Touch them and find out what they do! Notice how the images relate to what will happen after you touch them. ----------------------------------------------------------- AH1 Well, you may have noticed some power lines leading to the spaceship. Perhaps you should follow them to their source? Yes, I've done that. Now what? AH2 I think I messed up somewhere...nothing I try works now! AH6 ----------------------------------------------------------- AI1 The towers represent breaker switches in the power lines leading to the spaceship. You'll need them if you accidentally overload the lines. For more on this, follow the hierarchy of questions explaining how to get the rocket ship to work. ----------------------------------------------------------- AJ1 You need to understand the clue left by Atrus about tower rotation (check the note by the walkway leading up from the dock for more) before you can learn more about the buttons. I saw the recorded message, but what is this "tower rotation"? AC0 Which buttons do I push to affect the ship and the fountain? AJ2 ----------------------------------------------------------- AK1 In order to raise the ship, you need to understand the clue left by Atrus about tower rotation (check the note by the walkway leading up from the dock for more). That will lead you to a series of clues. I don't want to bother with all that...just tell me how to raise the ship. AK2 ----------------------------------------------------------- AL1 -- NONE ----------------------------------------------------------- AM1 Before you can find the solution to this puzzle, you need to understand another major puzzle on the island that is related to the library and Atrus' message to Catherine (in the forechamber by the dock). I need more help than this. AM2 ----------------------------------------------------------- AN1 You'll need to determine the secret of the tower rotation in order to find out more about the proper numerical sequence. What do you mean: "secret of the tower rotation"? AC0 Can you just tell me the what numbers I need? AN2 ----------------------------------------------------------- AO1 Before you can find the combination to the safe, you'll need to understand another major puzzle on the island that is related to the library and Atrus' message to Catherine (in the forechamber by the dock). This isn't clear enough...can I have more help? AO2 Ok, I figured out how to open the safe, but I'm stuck again! AO4 ----------------------------------------------------------- AP1 In order to use the big tree, you'll have to find the controls. Huh? What controls? What does the tree do? AP2 ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= BA1 The faucet on the floor controls the flow of water from the windmill to the rest of the island. Errr...so what? BA2 ----------------------------------------------------------- BB1 -- NONE ----------------------------------------------------------- BC1 -- NONE ----------------------------------------------------------- BD1 You'll need to use the flowing water and the appropriate switches to power up the generator that sits right at the edge of the gap in the path. Turn it on, and the path will appear for you. But I still can't make the elevator beyond the gap work! BD2 ----------------------------------------------------------- BE1 You'll need to use the flowing water and the appropriate switches to power up the particular elevator you want to use. Make sure all the switches are set properly and that the water is flowing. You can follow the "current" by listening for the sound of running water...it should be with you from the windmill all the way up to your elevator. ----------------------------------------------------------- BF1 You'll need to find some way to climb up that spiral staircase going up from the first to the second level. That way, you can divert the power to the elevator that goes from 2-3, walk up from 1-2 and take the elevator from 2-3. Right, but how do I get into that staircase? BG0 ----------------------------------------------------------- BG1 You'll find a little lever in one of the shacks on the second level (one of the round ones with multiple doors). The lever overlooks the spiral staircase. You can see exactly which hut to go to by looking at the map of Channelwood in the library book. You'll notice a little dotted line connecting the spiral staircase doorway with the control lever. ----------------------------------------------------------- BH1 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA1 -- NONE ----------------------------------------------------------- CB1 -- NONE ----------------------------------------------------------- CC1 You'll need to figure out how to use the generator. You'll know it when you find it. Can you tell me where the generator is? CC2 ----------------------------------------------------------- CD1 Everything you need to get into the top part of the lighthouse is located beneath the top part of the lighthouse. ARGH! I need more help! CD2 ----------------------------------------------------------- CE1 The telescope is a device that helps you determine which button to push on a big compass rose diagram you'll find downstairs. Maybe you should come back to it after you've found the diagram. Ok, I've done that. Now how does the telescope help me? CE2 ----------------------------------------------------------- CF1 If you walk about 2/3 down either stairway in the rock, you'll see a small red-lined door to one side of the walkway. That leads to the compass rose diagram chamber. Ok, can you give me a clue as to what I do with this thing? CF2 ----------------------------------------------------------- CG1 Well, you won't SEE the Myst book right away. Perhaps (even though you'll have the room lit up) you should feel around for it... How do I light up the room? CG2 I still can't find the Myst book. CG3 ----------------------------------------------------------- CH1 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA1 You'll need to understand how all the sound devices work in this age. Try activating a few of the dish antennae (by pushing down the buttons near each one) and then experimenting with the control tower in the middle of the lake. You'll find all the clues you need in these locations. What control tower? DD0 How many different dish antenna arrays are there? DC0 How do I work the control panel for the tower? DE0 Can you just tell me the combination? DA2 ----------------------------------------------------------- DB1 Try activating some but not all of the transmitters, then some experimentation with the control panel on the tower in the lake should make it clear what effect you've had. I still don't understand what I'm trying to accomplish. DB2 ----------------------------------------------------------- DC1 -- NONE ----------------------------------------------------------- DD1 -- NONE ----------------------------------------------------------- DE1 Try turning on some or all of the transmitters that are elsewhere in this Age. For example...go to the clock and turn on that transmitter, then come back to the control panel and select the button with the clock's icon (matches the transmitter's icon). Rotate the receiver using the arrows until you reach the point where the clock transmitter can be easily seen. The arrows will blink when you're close so that you can get it dead on. You should be at an angle of 55.6 degrees. Try the same thing with the other transmitters. At what angles are the other transmitters? DE2 What am I trying to accomplish? DE3 ----------------------------------------------------------- DF1 Don't just try to solve the maze like you would in Zork or something. That's the "stubborn" way to do it. It CAN be done, but there is a much simpler way to solve the maze...have you noticed the different sounds, for example? There is a reason for them. If you've been to the Mechanical Age, the sounds should be familiar, in fact. What do the different sounds mean? DF2 How long is this maze???!? DF4 Can you just tell me the directions to follow? DF5 Can you show me a map of the maze? DF7 ----------------------------------------------------------- DG1 -- NONE ----------------------------------------------------------- DH1 The red page is at the transmitter located in the obelisk forest. The blue page is at the "running water" transmitter which is down the path that is your first left walking in from the rocket. ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA1 That staircase leads to the Myst book...and home. You'll need to determine the proper code to punch in on the control stand in order to activate the staircase. Right...I figured as much...but where is the code? EA2 Can you just TELL me the code straight out? I don't want hints! EA3 ----------------------------------------------------------- EB1 -- NONE ----------------------------------------------------------- EC1 Feel around the walls of the fortress for secret compartments. Are there any walls that look like they might contain small secret doors? Look at the map in the library very carefully and see if you notice any doorways or rooms you haven't already found. I need more help! EC2 ----------------------------------------------------------- ED1 -- NONE ----------------------------------------------------------- EE1 Try making the red picture appear in the little window. It takes some timing, but you can do it. Then go back upstairs and see if there are any changes to the appearance of things around you. I still don't get it! EE2 ----------------------------------------------------------- EF1 Check the staircase directly in front of the column. You can open the staircase by pushing the big red button on the wall. What is that little device down there? How does it work? EE0 ----------------------------------------------------------- EG1 You'll need to learn how to rotate the fortress to move the pathway so that it lines up with one or the other of the islands. Where are the controls for the fortress rotation? EH0 How does the fortress rotation device work? EJ0 ----------------------------------------------------------- EH1 Perhaps if you look for two levers side-by-side. Hmmm...I need more than this. EH2 ----------------------------------------------------------- EI1 Look UP! Do those two levers up there look familiar?? They should! They don't! EI2 Ah, I see. So how do I get up there to the levers? EH4 ----------------------------------------------------------- EJ1 Try experimenting with different positions of the levers. By sheer luck, you'll eventually make the gears move and rotate the fortress. The question is...where to? I was just about to ask YOU that question! EJ2 ----------------------------------------------------------- EK1 You'll need to figure out how the correct code to operate the little four-button stand next to the starting point. That will open up a staircase leading to the Myst book. Where can I find the code? EA2 Can you just tell me the code without any hints or anything? EA3 ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-02 Answers with code number 2. ========================================= MYST ISLAND ========================================= AA2 There is one final thing you can do with the marker switches besides using them to help you find other worlds. You can find a clue to what this is by looking for parts of a note. Where's the note? AA3 Ok, I figured it out and opened the "vault". What now? AA5 ----------------------------------------------------------- AB2 In the room with the dimensional imager (which at first simply shows the pattern of a fountain), you'll find control buttons on the imager and a panel on the wall. Experiment with different things. Is there any particular number I should enter into the wall? AB3 ----------------------------------------------------------- AC2 See if you can find a way to explore inside the tower. Try exploring within the tower while the tower is in different orientations. How do I get inside the tower? AC3 Ok, I tried a lot of stuff and still got nowhere. AC5 ----------------------------------------------------------- AD2 There is someplace else on the island where you can alter the nature of the gear platform. You should probably explore other areas and then come back to the gears when you have done something that you think might affect them (and you'll know it when you have!) Gee, that's a big help. Where do I go to alter the gears? AD3 ----------------------------------------------------------- AE2 Well, the ship in the fountain does have a relation to all those buttons around the fountain, but before you go rushing around pushing different button combinations (definitely the wrong approach for any puzzle in Myst), see if you can find a clue about which buttons to press. How about a hint? AE3 ----------------------------------------------------------- AF2 If you can figure out the secret of the tower rotation, that will go a long way toward helping you understand the use of the planetarium. But you need to do some library research first! I don't understand what the "secret of the tower rotation" is. AC0 What do you mean "library research"? AF3 ----------------------------------------------------------- AG2 The two books are prisons for two brothers who were put there (unjustly, they claim) by their father, Atrus. Each brother wants to be let out, but they can't escape until you bring them red/blue pages that are scattered about to "rebuild" their books. As you bring back more pages, you'll note the connection getting stronger. ----------------------------------------------------------- AH2 You should be down inside the brick shed looking at the voltage controls for the spaceship. In order to get a clue as to exactly what is the appropriate setting for the ship, you'll need to do two things...first, you must figure out the total voltage needed for the ship and second, you must figure out a combination of buttons to give you that voltage. How do I find the total voltage? AH3 What is the proper combination of buttons to push? AH5 I've done everything right, but the ship won't open! AH6 ----------------------------------------------------------- AI2 -- NONE ----------------------------------------------------------- AJ2 You really should try to understand the clues in the previous page first. For more clues, read through the books in the library that are on the shelf and see if you can figure out the secrets of the planetarium (the round building). If you need more help, follow the appropriate link from the Myst Island page. Back to the Myst Island page MYST I'd rather not...please just tell me what to push AE6 ----------------------------------------------------------- AK2 You need to push a certain combination of buttons to raise the ship. By reading the books in the library, figuring out the secret of the tower rotation, and learning how to use the planetarium (the round building between the library and the dock), you'll find all this. What's all this about "tower rotation"? AC0 Really...just tell me what buttons to push. AE6 ----------------------------------------------------------- AL2 -- NONE ----------------------------------------------------------- AM2 You'll need to determine the secret of the tower rotation in order to find out more about the proper time to set on the clock tower. What do you mean: "secret of the tower rotation"? AC0 Can you just tell me the time? AM3 ----------------------------------------------------------- AN2 You need to reach the sequence 2-2-1 (from top down) in order for something to happen. Still, you should also understand the tower rotation since you'll need it sooner or later. Ok, help me with the tower rotation then. AC0 I can't make the sequence 2-2-1 appear! Help! AN3 I don't understand what I've accomplished here... AN5 ----------------------------------------------------------- AO2 In order to figure out the safe's combination, you need to understand the secret of the tower rotation. What do you mean: "secret of the tower rotation"? AC0 Can you just GIVE me the safe combination? AO3 ----------------------------------------------------------- AP2 The controls for the tree are inside the log cabin right next to the tree. To learn more about how to use those controls, follow the hierarchy of questions dealing with the log cabin from the Myst Island page. ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= BA2 Flowing water is one way of generating energy for the devices on the island. You'll need to make sure water is flowing out from the windmill to the particular device you want to use. You can tell exactly where the water is flowing by listening for the sound of it as you walk by various pipes. Can I change the water flow? BA3 ----------------------------------------------------------- BB2 -- NONE ----------------------------------------------------------- BC2 -- NONE ----------------------------------------------------------- BD2 In order for the water flow to reach the elevator, you'll need to make sure the levers are all set properly and the pipe connects all the way through to the elevator. Follow the pipe paths from the elevator and from the windmill to the elevator (as far as you can) to see if you can find the problem. ----------------------------------------------------------- BE2 -- NONE ----------------------------------------------------------- BF2 Ok, you've made it to the third level. You'll find the blue and red pages tucked away in the private chambers of Sirrus and Achenar. It should be clear which chamber is which. Open drawers and move things around...the pages are fairly easy to discover. I found half of a note...what does that mean? BF3 ----------------------------------------------------------- BG2 -- NONE ----------------------------------------------------------- BH2 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA2 -- NONE ----------------------------------------------------------- CB2 -- NONE ----------------------------------------------------------- CC2 You'll find the generator in the top of the lighthouse. Try cranking it up and seeing what happens to the lights. Keep an eye on that battery level, though! The charge drains off fast. How do I get into the top level of the lighthouse? CD0 ----------------------------------------------------------- CD2 Have you tried fiddling with the water level in the light house and experiment with what you find? Yes! And I am still stuck! CD3 ----------------------------------------------------------- CE2 Note the degree angles (0 degrees is "North" and degress increase as you pass through "East") of different items seen through the telescope. These are clues as to the proper button to push. Which degree angle is important? CE3 ----------------------------------------------------------- CF2 There is another object on the island that measures angles. Try looking at it for a clue. Huh? Where is it? CF3 ----------------------------------------------------------- CG2 You'll need to solve another puzzle first. Have you fully explored the passageways in the main part of the stoneship? You'll find the controls there in the form of a compass. What am I supposed to do with the compass? CG2 ----------------------------------------------------------- CH2 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA2 Let me try first giving you a stronger hint. There are 10 different possible sounds that the door lock can make but only 5 different sound transmitters on the island. Visit each of the 5 transmitters and activate them with the buttons, then go to the control tower and try to figure out how it works. Note that there are 5 different controls on the sound lock... I still don't know how to work the tower control panel. DE0 I've tried everything, and I'm still hopelessly stuck! DA3 ----------------------------------------------------------- DB2 By turning on the transmitters, you are allowing yourself to hear the sounds from the control tower provided you have pushed the correct button and pointed the antenna for that button in the direction of an activated transmitter. Errr...yes...so how does that help me? DE3 ----------------------------------------------------------- DC2 -- NONE ----------------------------------------------------------- DD2 -- NONE ----------------------------------------------------------- DE2 It helps to have a map of the island either drawn out or in your head fairly clearly. Also, it helps to remember the terrain around each of the transmitters so you can easily find it looking from the tower. You won't hear the transmitters unless you have them turned on. Probably the only one you'll have real trouble with is the running water transmitter, which isn't directly visible from the control tower. Can you give me the exact coordinates of each transmitter? DE4 ----------------------------------------------------------- DF2 Each distinct sound corresponds to a direction you need to travel. The Mechanical Age has some hints if you've been there. I still can't figure it out! DF3 I think I'm doing it right, but how long is the maze? DF4 ----------------------------------------------------------- DG2 -- NONE ----------------------------------------------------------- DH2 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA2 You'll need to learn how to rotate the fortress in order to find the code. Try rotating the fortress to some direction other than the original configuration, then explore outside. It should become apparent what you need to do at that point. Can you just tell me the code without any hints? EA3 Where are the controls for rotating the fortress? EH0 ----------------------------------------------------------- EB2 -- NONE ----------------------------------------------------------- EC2 Touch the wall to one side of the thrones in either of the two brothers' rooms (the wall closest to the front of the fortress in each case). You should find a small secret panel there and inside, the pages. ----------------------------------------------------------- ED2 -- NONE ----------------------------------------------------------- EE2 By rotating the big gear so that the red image appears in the little window, you are revealing the entrance to the elevator that is directly above you (that tube in front of you is the elevator shaft). Put the red image in the window, make sure the machine has completely stopped, then go back upstairs and enter the elevator to see where it takes you... Is there anything I'm supposed to do on the top floor? EI0 ----------------------------------------------------------- EF2 -- NONE ----------------------------------------------------------- EG2 -- NONE ----------------------------------------------------------- EH2 Have a look around (and maybe up) on the top floor. Where is the top floor? How do I get there? EH3 Ah, I see it. So how do I get up there? EH4 ----------------------------------------------------------- EI2 Those two levers are the same as the two levers you'll find on the fortress rotation simulator...only these are the real deal! Ok, so how do I get up there? EH4 ----------------------------------------------------------- EJ2 You may have run into some direction-signifying sounds in the Selenitic Age. Each different sound made by the rotator when it stops moving corresponds to a unique direction for the pathway leading out of the fortress. See if you can determine which sound is which! I can't! Can you tell me? EJ3 ----------------------------------------------------------- EK2 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-03 Answers with code number 3. ========================================= MYST ISLAND ========================================= AA3 The note is split into two halves, one in the Stoneship age, the other in the Channelwood age. See if you can find the two halves. I can't find both halves. What does the note say? AA4 ----------------------------------------------------------- AB3 If you'll remember the note from Atrus to Catherine, Atrus mentioned to enter the number of marker switches on the island as one of the codes. I don't want to count them...what is the number? AB4 ----------------------------------------------------------- AC3 Experiment with different things in the library. The entrance to the tower is somewhere in the library. I still can't find the tower entrance. AC4 Ok, I explored the tower and tried rotating things, but I'm still stuck. AC5 ----------------------------------------------------------- AD3 The gears can be changed by figuring out the puzzle in the clock tower. How do I get out to the clock tower across the water? AM0 Ok, I made it out there. Now what do I do? AN0 ----------------------------------------------------------- AE3 Two clues for the price of one click: First, if you don't already know what "Remember the tower rotation" means or (worse) if you haven't heard that phrase, then you should explore the island more thoroughly first and figure that clue out. Second, you should visit all the different places on the island to learn what their purpose is and also read all the books you can in the library to give you clues about this puzzle and all the worlds. I'm sick of exploring. Give me a more direct clue. AE4 I don't care about all that. Just tell me what buttons to push. AE5 ----------------------------------------------------------- AF3 The book that describes the Stoneship age has little diagrams at the end describing some of the constellations that can be seen. Err...yes...and? AF4 Ok, I know this. Tell me what are the important dates? AF5 ----------------------------------------------------------- AG3 If you go into the fireplace and close the panel, you'll notice a little board upon which you can turn squares on and off. You will probably find a use for this place near the end of the game. I'm AT the end of the game, but I don't know what to do! AG4 ----------------------------------------------------------- AH3 In order to determine this, you'll need to understand another major puzzle on the island that is related to the library and Atrus' message to Catherine (in the forechamber by the dock). Way too vague! Tell me more! AH4 ----------------------------------------------------------- AI3 -- NONE ----------------------------------------------------------- AJ3 -- NONE ----------------------------------------------------------- AK3 -- NONE ----------------------------------------------------------- AL3 -- NONE ----------------------------------------------------------- AM3 Sure, you need to set the time to 2:40. But you really should try to figure out the tower rotation...you'll need that sooner or later. Ok, help me with the tower rotation then. AC0 Ok, I made it to the clock tower. Now what do I do? AN0 I set the time to 2:40, but nothing happened! HELP! AM4 ----------------------------------------------------------- AN3 There must be some other way of making the numbers move besides a simple short pull of the lever...no combination of simple short pulls will make 2-2-1 appear... I need more help than this! AN4 ----------------------------------------------------------- AO3 The safe's combination is 7-2-4. Still, you should try to figure out the tower rotation since you'll need to understand it sooner or later. Ok, help me with the tower rotation then. ACO I opened the safe, but I'm stuck! AO4 ----------------------------------------------------------- AP3 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= BA3 The little levers at each Y juncture of the pipes in Channelwood can be moved to alter the direction of water flow (hence, power) to the particular device you want to use (once the water flow has been turned on at the windmill). You can tell where "current" is flowing by listening for the burbling water sounds. ----------------------------------------------------------- BB3 -- NONE ----------------------------------------------------------- BC3 -- NONE ----------------------------------------------------------- BD3 -- NONE ----------------------------------------------------------- BE3 -- NONE ----------------------------------------------------------- BF3 You'll find the other half of that note somewhere else. The whole thing says something rather important, so you should jot down what you can read and save it for later. Where is the other half? AA3 ----------------------------------------------------------- BG3 -- NONE ----------------------------------------------------------- BH3 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA3 -- NONE ----------------------------------------------------------- CB3 -- NONE ----------------------------------------------------------- CC3 -- NONE ----------------------------------------------------------- CD3 Hmmm...if only there were some way to lug that chest up the staircase so that you could get at it with the key! No kidding! So how do I do it? CD4 ----------------------------------------------------------- CE3 The lighthouse is located at 135 degrees of azimuth, which corresponds to a direction of Southeast. Try that button on the compass rose diagram. What compass rose diagram? CF1 ----------------------------------------------------------- CF3 Maybe I should say: Try looking THROUGH it. Bah! I still don't get it! CF4 ----------------------------------------------------------- CG3 Try touching the table at the end of the staircase. It should pop up. ----------------------------------------------------------- CH3 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA3 By turning on all the sound transmitters and then lining up the appropriate dish antennae on the control tower with the source pictured on the button, you will then be able to push the "sigma" or "E" key (which implies "sum"). This will play the correct sequence of sounds needed to open the big door. Please just tell me what sounds to use. DA4 ----------------------------------------------------------- DB3 -- NONE ----------------------------------------------------------- DC3 -- NONE ----------------------------------------------------------- DD3 -- NONE ----------------------------------------------------------- DE3 Remember the door near the spaceship? It has a lock that requires five sounds to be played in a proper sequence in order to open the door... I still don't get it! DE5 ----------------------------------------------------------- DF3 Here's a hint...the first sound you hear ("Bink") implies that you need to travel North. The four distinct sounds correspond to the four cardinal directions. Combinations of the sounds mean combinations of directions (like Northeast). How long is this maze? DF4 Can you tell me exactly which sounds go with which directions? DF5 ----------------------------------------------------------- DG3 -- NONE ----------------------------------------------------------- DH3 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA3 The code is: Circle with gap in the bottom. Upside down triangle/upright rectangle/right-side-up triangle Three triangles with a circle above the central one Solid left-hand side of a circle These instructions should be clear if you are looking at the panel. ----------------------------------------------------------- EB3, EC3, ED3, EE3, EF3, EG3 -- NONE ----------------------------------------------------------- EH3 You'll have to figure out how to get into the central column of the fortress, which is really an elevator shaft... Ok, so how do I get in there? EF0 I've gotten to the top and see the controls, but now what? EH4 ----------------------------------------------------------- EI3 -- NONE ----------------------------------------------------------- EJ3 Remember these well: North: "Bink" (a high pitched short sound) West: "Clrrrrrp" (an insect like sound, try saying it out loud, and you'll recognize it) South: "Clunk" (a cowbell-type sound...the starting position) East: "Bzzzzsshhhh" (a spring coiling sound, you'll know it when you hear it...) Why do I want to rotate the stupid fortress anyway?? EJ4 ----------------------------------------------------------- EK3 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-04 Answers with code number 4. ========================================= MYST ISLAND ========================================= AA4 The note says: 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. Ok, I've got the vault opened. What now? AA5 ----------------------------------------------------------- AB4 There are 8 marker switches on the island. By entering "08" into the panel on the wall, you'll see the recorded message from Atrus. There's an important clue there about the tower you should think about. ----------------------------------------------------------- AC4 You can reveal the tower entrance by touching one of the mirrors. Follow the secret passageway behind the bookshelf. Ok, I didn't find anything interesting in the tower. Help! AC5 ----------------------------------------------------------- AD4 -- NONE ----------------------------------------------------------- AE4 You need to figure out the use for the planetarium (round building by the library), how the tower rotation works, and you need to map out the constellations mentioned in one of the library books. These three things will lead you to the answer to the button puzzle. Bah! Just tell me what buttons to push. AE5 ----------------------------------------------------------- AF4 Well, the set of constellations shown in that book in the library is not only visible at the proper dates in the planetarium...you can see that same set of figures somewhere else on the island. Go find it! All well and good, but what dates are important? AF5 ----------------------------------------------------------- AG4 In order to figure out the secret of the fireplace, you'll have to know a particular pattern of buttons to push. If you have returned a total of five pages to either of the two brothers, they will give you more help. If you haven't had the brothers give you help on this yet, you should definitely find the rest of the red or blue pages first before going further and asking for more help through this set of pages. Bah! Go ahead and spoil me! Tell me everything! AG5 ----------------------------------------------------------- AH4 You'll need to determine the secret of the tower rotation in order to find out more about the proper operating voltage of the ship. Ok, what is the "secret of the tower rotation"? AC0 I'm too lazy...just tell me what the voltage is. AH5 ----------------------------------------------------------- AI4, AJ4, AK4, AL4 -- NONE ----------------------------------------------------------- AM4 First off, make sure that you are reading the time correctly and don't have the hour and minute hands backwards. Hey, it happens to the best of us sometimes. If that isn't the problem, I've been told by Juergen Novak (100653.167@compuserve.com) that Broderbund tech support claims that some video cards have problems interpreting the time. Try a time of 1:40pm. If that doesn't work, either start screaming, start trying all possible combinations near 2:40, or both. ----------------------------------------------------------- AN4 Try HOLDING down the lever after you've pulled it. Doing this along with simple short pulls should eventually lead you to the proper sequence. Ok...so what have I accomplished? AN5 ----------------------------------------------------------- AO4 Click on the appropriate question: I can't get the damn boiler started! Nothing is happening! AO5 Ok, the boiler is going...what good does that do me? AO6 ----------------------------------------------------------- AP4 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 4 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA4, CB4, CC4 -- NONE ----------------------------------------------------------- CD4 If you could make the chest float and refill the lighthouse with water, you could solve your problems I tried that, but something didn't work! CD5 ----------------------------------------------------------- CE4 -- NONE ----------------------------------------------------------- CF4 Go to the top of the island. There you will find a telescope. What is the telescope trying to tell me? CE2 ----------------------------------------------------------- CG4 -- NONE ----------------------------------------------------------- CH4 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA4 You'll need to line up the levers in the following sequence, with 1 being at the bottom (the "windy tunnel" sound): Sound #6 (out-of-tune woodwind, sound made near the obelisks) Sound #10 (running water, sound made near the fountain) Sound #1 ("windy" sound, near the tunnel to the control tower) Sound #7 (flapping-flag sound, near the fire pit) Sound #8 (old-grandfather-clock sound, near the clock tower) ----------------------------------------------------------- DB4, DC4, DD4 -- NONE ----------------------------------------------------------- DE4 Obelisk forest: 15.0 Clock tower: 55.6 Fire pit: 130.3 Running water: 153.4 Windy tunnel: 212.2 Ok, so what does all this accomplish? DE3 ----------------------------------------------------------- DF4 If you go all the recommended ways (according to the sounds you hear), the maze is about 15 moves long. Can you give me a hint about the sounds? DF3 Can you tell me which sounds correspond to which directions? DF5 ----------------------------------------------------------- DG4 -- NONE ----------------------------------------------------------- DH4 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA4, EB4, EC4, ED4, EE4, EF4 , EG4 -- NONE ----------------------------------------------------------- EH4 Well, you can't climb up there, so you're going to have to figure out a way to make the elevator go down a bit WHILE YOU AREN'T IN IT... How can I pull that off? EH5 ----------------------------------------------------------- EI4 -- NONE ----------------------------------------------------------- EJ4 Rotating the fortress allows you access to the other two little islands. Exploring one or both of the islands will make clear their purpose. ----------------------------------------------------------- EK4 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-05 Answers with code number 5. ========================================= MYST ISLAND ========================================= AA5 There should be a white page present in the vault. It belongs in a particular book that you may not have seen yet. You'll find out more about this once you have visited the other four worlds with blue/red pages and returned these pages to the books of the two brothers, Sirrus and Achenar. Oh, I don't want to wait to do all that! I want to figure out what to do with the white page now. AA6 ----------------------------------------------------------- AB5 -- NONE ----------------------------------------------------------- AC5 Go turn on all the marker switches you can so that all the structures on the island are lit up on the map. Now, as you rotate the tower, are there any positions that are somehow different from the others that the tower could rotate to? Too vague...I'm still stuck! AC6 Aha! Ok, I found something. But what does it mean? AC7 ----------------------------------------------------------- AD5 -- NONE ----------------------------------------------------------- AE5 I'll try once more to lead you through the puzzle...just telling you the buttons to push really ruins one of the best parts of the game, which is figuring out simple logical puzzles. The clue you would find via the tower rotation is: Oct 11, 1984, 10:04 AM; Jan 17, 1207, 5:46 AM; Nov 23, 9791 6:57 PM. Type these three dates in at the planetarium and figure out (using one of the books from the library) what constellations are shown in the viewfinder. These are the three buttons you push. Really...I don't need to be lectured. Just tell me which buttons! AE6 ----------------------------------------------------------- AF5 Ok, if you have all the lights off and are sitting in the planetarium chair looking at the star field, you should type in the following three dates and note the pattern of stars that you see: Oct 11, 1984, 10:04 AM Jan 17, 1207, 5:46 AM Nov 23, 9791, 6:57 PM I don't know what relevance these dates might have to the Real World(tm). Ok, I've got the patterns...what next? AF6 ----------------------------------------------------------- AG5 Ok, you asked for it... You'll need to type in the pattern on page 158 of the "pattern book" on the bookshelf in the library. By typing in this pattern exactly and pressing the control button, you'll reveal the hidden purpose of the fireplace. Could you just show me the pattern? AG6 Ok, I did everything correctly...now what? AG7 ----------------------------------------------------------- AH5 The proper voltage, as it will tell you in the tower if you have the rotation down correctly, is 59 Volts. You can reach exactly 59 volts by pushing a certain combination of buttons. One combination I've used is 4-7-8-9, but there are others. Ok, I've got the buttons pushed and all...but the ship doesn't open! AH6 Why does the voltage suddenly drop to 00 sometimes? AH6 Ok, the ship is open...now what? AH8 ----------------------------------------------------------- AI5, AJ5, AK5, AL5 , AM5 -- NONE ----------------------------------------------------------- AN5 Once you've altered the appearance of the big gear inside the clock tower (it should rotate a quarter-turn), go have a look at the gear platform near the dock... ----------------------------------------------------------- AO5 You're gonna kick yourself (but don't feel bad...it took me an hour to figure this out!): Light the match on the side of the matchbox. Ok, the boiler is going, but I don't know what to do next. AO6 ----------------------------------------------------------- AP5 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 5 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA5, CB5, CC5 -- NONE ----------------------------------------------------------- CD5 If you drain the water out of the chest, it oughta float. Then again, it won't help to drain the chest if you let the water seep back into it... Huh? What am I doing wrong? CD5 ----------------------------------------------------------- CE5, CF5, CG5, CH5 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA5, DB5, DC5, DD5 -- NONE ----------------------------------------------------------- DE5 Once you have all the transmitters on and the receivers properly aligned, the "sigma" button will play the five sounds for you in the correct order that is required in order to open the door lock. Can you just tell me the proper sequence? DA4 ----------------------------------------------------------- DF5 Here are the sounds and their corresponding directions: North: "Bink" (a high pitched short sound) West: "Clrrrrrp" (an insect like sound, try saying it out loud, and you'll recognize it) South: "Clunk" (a cowbell-type sound...the starting position) East: "Bzzzzsshhhh" (a spring coiling sound, you'll know it when you hear it...) There are times when you'll hear combinations of these sounds, implying you need to go Southeast, Northwest, etc... I can't get this to work...can you just tell me the path? DF6 Can you show me a map of the maze? DF7 ----------------------------------------------------------- DG5, DH5 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA5, EB5, EC5, ED5, EE5, EF5, EG5 -- NONE ----------------------------------------------------------- ----------------------------------------------------------- EH5 Have you ever done that little joke where you push all the buttons on an elevator while it is in the first floor and then jump out? It isn't very funny, but that experience may help you here... I am still stuck! EH6 ----------------------------------------------------------- EI5, EJ5, EK5 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-06 Answers with code number 6. ========================================= MYST ISLAND ========================================= AA6 Just a warning here before you go further...by doing the "proper thing" with the white page, you are cutting off several other options in the game and perhaps ending the game prematurely (unless you have visited all four ages and already brought back all the pages, in which case, it should become clear to you after you follow the instructions of Sirrus/Achenar what you should do). I don't care! Spoil me! Spoil me! AA7 ----------------------------------------------------------- AB6 -- NONE ----------------------------------------------------------- AC6 At certain points in the rotation, the line emanating from the tower turns red (provided you have the appropriate marker switch in the "on" position). Go check out what is happening inside the tower when you're lined up on a red line! Ok, I found something...but what does it mean? AC7 ----------------------------------------------------------- AD6 -- NONE ----------------------------------------------------------- AE6 Click on the leaf, snake and bug. Make sure these are the only three buttons activated. This will raise the ship in the fountain and the ship by the dock. On board the ship, you'll find the book that is a gateway to the Stoneship age. ----------------------------------------------------------- AF6 Match up those patterns with the patterns you saw in the appropriate book in the library. This tells you what buttons to push along the little mall in front of the library where the fountain is located. Bah. Just tell me what buttons to push. AE6 ----------------------------------------------------------- AG6 The pattern for operating the fire place looks like this (X implies a pressed button): 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 Type this in and hit the control button and see if you can figure out what to do from there! Help! I got the fireplace to work, but now what?!? AG7 ----------------------------------------------------------- AH6 Something must be wrong with the electronics...perhaps a blown fuse due to sending too much current through the wires? The fix for a blown fuse is to reset the circuit breaker(s). Now if only you could find them... I can't find the circuit breakers! Help! AH7 ----------------------------------------------------------- AI6, AJ6, AK6, AL6, AM6, AN6 -- NONE ----------------------------------------------------------- AO6 There is a clue in the cabin as to what the boiler controls, and you'll hear the effects of this if you turn the wheel in the right direction. Try experimenting with turning the wheel all the way in one direction and/or all the way in another. Can you figure out what is happening? No, I need more help than this. AO7 ----------------------------------------------------------- AP6 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 6 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= CA6, CB6, CC6 -- NONE ----------------------------------------------------------- CD6 You'll have to drain the water out of the chest, then close the stopper, then refill the lighthouse to make the chest float. You will find the key to the top part of the lighthouse (and the generator room) inside. ----------------------------------------------------------- CE6, CF6, CG6, CH6 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA6, DB6, DC6, DD6, DE6 -- NONE ----------------------------------------------------------- DF6 N-W-N-E-E-S-S-W-SW-W-NW-NE-N-SE Can you show me a map of the maze? DF7 ----------------------------------------------------------- DG6, DH6 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA6, EB6, EC6, ED6, EE6, EF6, EG6 -- NONE ----------------------------------------------------------- EH6 There is a REASON that the elevator hesitates before moving at times... Which button can you press (and when do you press it) that makes the elevator hesitate a bit before the door closes? I still can't figure this out!! EH7 ----------------------------------------------------------- EI6, EJ6, EK6 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-07 Answers with code number 7. Portions of this chapter are best viewed in a monospaced font such as Courier. ========================================= MYST ISLAND ========================================= AA7 Follow the link below to the hierarchy of questions and answers about the library and follow the paths that tell you what to do with the fireplace. Take me to the library! AG0 ----------------------------------------------------------- AB7 -- NONE ----------------------------------------------------------- AC7 If you rotated the tower to one of the special locations, you should find something interesting at the top of EACH of the two ladders. The ladder with the "book" on it is showing you where the gateway to a particular world is hidden. The ladder with the "key" on it is the clue to the puzzle that lets you access the book. If you've explored the island enough, these keys should be obvious. If you're still not clear on how to use a particular building on the island, check the other help hierarchies. How many different positions are there that give me clues? AC8 ----------------------------------------------------------- AD7, AE7, AF7 -- NONE ----------------------------------------------------------- AG7 If you typed in the proper code, the fireplace should have rotated around, revealing a new wall with some items on it. If this did not happen, you typed in the wrong pattern and should go back and try again. Everything is hunky dorey...but I still don't know what to do now! AG8 I need to see that pattern again. AG6 ----------------------------------------------------------- AH7 You'll find the breaker switches at the top of the two electrical towers (one is by the brick shed...one is by the rocket, below the pathway leading to the rocket). Switch down these two switches, and that should reset everything for another try and starting up the rocket. Ok, the lines are reset, but I still don't know how to open the rocket! AH2 Ok, I've got the ship open...now what? AH8 ----------------------------------------------------------- AI7, AJ7, AK7, AL7, AM7, AN7 -- NONE ----------------------------------------------------------- AO7 The boiler is pushing the big tree up when you provide pressure (in one direction of the turning wheel). By turning the wheel back the other way, you're releasing the pressure, allowing the tree to drop back down (hence the "hissss-THUMP" sound you'll hear on the way up and the "ka-CHUCK-ktch-ch-ch-ch-ch" sound on the way down). Well, that's just dandy. SO WHAT? AO8 ----------------------------------------------------------- AP7 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 7 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 7 -- NONE ----------------------------------------------------------- ========================================= SELENITIC ========================================= DA7, DB7, DC7, DD7, DE7 -- NONE ----------------------------------------------------------- DF7 This ASCII file was provided for me by Chris Fodor (the name should be familiar to you if you've ever heard of Galactic Bloodshed, but anyway...), chris@angel.com. . | . N \ | . . | W--+--E | | / | .-.-. S | | .-. .---. . | | / | -. * | . .-. / \ | \| X -. . . . / \| | / | . .-. . / | \ / . / .---.-. .- /| | .-. . . | | . \ -. Key: . Stop location -/\|- Track * Beginning X End ----------------------------------------------------------- DG7 -- NONE ----------------------------------------------------------- DH7 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= EA7, EB7, EC7, ED7, EE7, EF7, EG7 -- NONE ----------------------------------------------------------- EH7 Try going to the top floor, then pushing the middle button. While it is beeping at you, jump out the door! Ok, so how does this fortress rotation device work? EJ0 ----------------------------------------------------------- EI7, EJ7, EK7 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-08 Answers with code number 8. ========================================= MYST ISLAND ========================================= AA8, AB8 -- NONE ----------------------------------------------------------- AC8 There are four unique "special" positions of the tower rotation that provide clues to reaching four other worlds. If you're not clear about what a particular key means, you should explore the island with the clues written down someplace handy until you find an appropriate place to apply them. ----------------------------------------------------------- AD8, AE8, AF8 -- NONE ----------------------------------------------------------- AG8 In front of you, you should find a blue page, a red page, and a green book. If you've returned all the other (five) pages to either of the brothers, they will have given you the instructions on how to get back to this chamber to retrieve the final page, along with a warning about the green book. Think about what you have heard about and learned so far before deciding which of the brothers to trust (if you trust either). I don't know! Can you just tell me what is the right thing to do? AG16 ----------------------------------------------------------- AH8 Hmmm...there must be some diagram that shows you how to use those controls somewhere, right? Well, duh! Where is the diagram? AH9 ----------------------------------------------------------- AI8, AJ8, AK8, AL8, AM8, AN8 -- NONE ----------------------------------------------------------- AO8 Have you tried going outside and LOOKING at the tree after messing around with the boiler inside the cabin? Do you notice anything unusual about the tree? No, can you tell me? AO9 Yes, but it doesn't seem interesting other than as a sideshow. AO10 ----------------------------------------------------------- AP8 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 8 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 8 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 8 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 8 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-09 Answers with code number 9. ========================================= MYST ISLAND ========================================= AA9, AB9, AC9, AD9, AE9, AF9 -- NONE ----------------------------------------------------------- AG9 Presumably, you have now opened up the Green Book and listened to what Atrus had to say. Decision time!! What happens if I ignore his warning about coming without the white page? AG10 What/Where is the white page? AG11 What happens if I take him the white page? AG12 What happens if I ignore Atrus and free Sirrus from the red book? AG13 What happens if I ignore Atrus and free Achenar from the blue book? AG14 ----------------------------------------------------------- AH9 Check the library bookshelf! Can you just tell me what to do? AH10 Whoa! I went somewhere! Now what? SELENITIC ----------------------------------------------------------- AI, AJ, AK, AL, AM, AN9 -- NONE ----------------------------------------------------------- AO9 Look closely and you'll see a notch cut out of the trunk, making the tree into a crude elevator. Try hopping on and riding it...you can do it if you get your timing down going from the cabin boiler out to the tree platform. Where does the tree take me? AO10 ----------------------------------------------------------- AP9 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 9 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 9 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 9 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 9 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-10 Answers with code number 10. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF10 -- NONE ----------------------------------------------------------- AG10 If you go there without the page, you should save the game before you do so, because as Atrus will explain to you, you will have trapped yourself there forever. What are the other endgame options? AG9 ----------------------------------------------------------- AH10 The rocket leads you to a world where sounds are important, so you need sounds to get there. You'll want to read off the proper keys to push (and the proper parity of the keyboard) from one of the books on the bookshelf in the library. Play these notes, then arrange the five control levers on the opposite wall into this same musical sequence. With the bottom note as 1, the lever positions should be 8, 20, 23, 13, 6. Clicking on the book the appears will take you to the Selenitic Age. ----------------------------------------------------------- AI, AJ, AK, AL, AM, AN10 -- NONE ----------------------------------------------------------- AO10 The tree can take you up if you get there fast enough. From up high over the island, you can see an awful lot. You can let yourself down by releasing the pressure through the button-valve. Just hold it down and ride the tree all the way down. Ok, I'm back on the ground...so what? AO11 ----------------------------------------------------------- AP10 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 10 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 10 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 10 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 10 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-11 Answers with code number 11. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF11 -- NONE ----------------------------------------------------------- AG11 There is a note that exists, giving you instructions on how to find the white page. What note? Where is the note? AA3 ----------------------------------------------------------- AH11 Many users report problems with either tone-deafness and/or being unable to resolve the gradations on the knobs to sufficient accuracy to make it play the right sequence of sounds to activate the ship. This is one of the two major problems in game-play typically reported to me, and it seems to mainly be a problem on PC's. Basically, if you can't use the piano key sounds to get the knob positions, you'll want to use simple counting. With Windows, sometimes PC's have trouble loading up all the different sound pitches. Try increasing your swap file to 15,000 (instead of the 10,000 suggested) then using the control program (whatever that is) to slow down the mouse as much as possible. Move up the scale VERY slowly to give you PC a chance to load all the sounds into memory, and then they should work more easily. At the very least, making these changes to slow down mouse movement should help if you need to use the counting method (what a headache!). Thanks to Mike Stemle (YSRB88A@prodigy.com) for this tip. ----------------------------------------------------------- AI, AJ, AK, AL, AM, AN11 -- NONE ----------------------------------------------------------- AO11 When the pressure is entirely let out from the tree elevator, the elevator "car" should be at the bottom level. But when you go outside and the pressure is completely released, do you see the car? Where do you suppose it went? You're just confusing me. What are you trying to tell me? AO12 ----------------------------------------------------------- AP11 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 11 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 11 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 11 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 11 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-12 Answers with code number 12. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF12 -- NONE ----------------------------------------------------------- AG12 Giving Atrus the white page effectively ends the game. Be careful when you do this...be patient for Atrus to come back (about 30-45 secs) after he leaves you. Clicking prematurely will cause the game to interrupt Atrus when he returns to explain everything to you. Atrus will go and destroy the blue and red books (go back and see the library for proof!) and invite you to explore his worlds at your leisure. It is kind of an anti-climax, yes, but Myst isn't a typical game so you learn to appreciate it. What are the other endgame options? AG9 ----------------------------------------------------------- AH, AI, AJ, AK, AL, AM, AN12 -- NONE ----------------------------------------------------------- AO12 Ride the elevator down BELOW ground level! You'll find a book there that will lead you to the Channelwood age. ----------------------------------------------------------- AP12 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 12 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 12 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 12 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 12 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-13 Answers with code number 13. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF13 -- NONE ----------------------------------------------------------- AG13 Save your game and try it! It's a humorous way to end the game. What are the other endgame options? AG9 ----------------------------------------------------------- AH, AI, AJ, AK, AL, AM, AN, AO, AP13 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 13 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 13 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 13 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 13 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-14 Answers with code number 14. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF14 -- NONE ----------------------------------------------------------- AG14 Save your game and try it! It's a humorous way to end the game! What are the other endgame options? AG9 ----------------------------------------------------------- AH, AI, AJ, AK, AL, AM, AN, AO, AP14 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 14 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 14 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 14 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 14 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-15 Answers with code number 15. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF15 -- NONE ----------------------------------------------------------- AG15 Try experimenting with the map first before spoiling yourself. This is one of the most crucial puzzles in the game. I need more help! AC1 ----------------------------------------------------------- AH, AI, AJ, AK, AL, AM, AN, AO, AP15 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 15 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 15 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 15 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 15 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-16 Answers with code number 16. ========================================= MYST ISLAND ========================================= AA, AB, AC, AD, AE, AF16 -- NONE ----------------------------------------------------------- AG16 Opening the green book can't hurt (as long as you JUST open it but don't do anything else with it). Try that, listen to what Atrus has to say completely, and then decide whom you should trust. In your travels through all the other worlds, you have probably seen enough about Sirrus and Achenar to make this decision (or have you?) Ok, what are my options? AG9 ----------------------------------------------------------- AH, AI, AJ, AK, AL, AM, AN, AO, AP16 -- NONE ----------------------------------------------------------- ========================================= CHANNELWOOD ========================================= LEVEL 16 -- NONE ----------------------------------------------------------- ========================================= STONESHIP ========================================= LEVEL 16 -- NONE ----------------------------------------------------------- ========================================= SELENETIC ========================================= LEVEL 16 -- NONE ----------------------------------------------------------- ========================================= MECHANICAL ========================================= LEVEL 16 -- NONE ----------------------------------------------------------- ++++++++++++ CHAPTER BREAK +++++++++++++++++ Myst Hints from Doug Ingram, CHAPTER-17 ========================================= D'NI ========================================= If you've made it to D'Ni, then you're at the end of the game. There is nowhere else to go in D'Ni besides talking to Atrus, when he'll talk to you at all, and if you go to D'Ni without the white page, you're stuck. To find out more about the various endgame options, click on the appropriate question: What happens if I ignore Atrus' warning about coming without the white page? AG10 What/Where is the white page? AG11 What happens if I take him the white page? AG12 What happens if I ignore Atrus and free Sirrus from the red book? AG13 What happens if I ignore Atrus and free Achenar from the blue book? AG14 ++++++++++++ END OF BOOK +++++++++++++++++ John T Burt Web site http://www.SciFiOne.com or http://chem.csustan.edu/JTB/JTB-splash.html Copyrighted - Reprint permission required. ++++++++++++ END OF FILE +++++++++++++++++