Post by Taika of Narfell on Mar 20, 2007 18:32:22 GMT 1
Welcome to Myst.
The intro is largely just to tell you who you are, though it never becomes any clearer than that in the course of the game. You don't *really* need to know.
As with my other Myst series walkthroughs I won't tell you what's where. I expect *you* to explore the worlds.
Marker Switches
Read the note found on the ground. Count the marker switches and enter them into the panel in the forechamber right next to where you started. If you don't know what marker switches are you can find out in that same forechamber.
Yay, family drama, brothers... father... the works.
Remember to check the readable books in the library for hints as to what to do in the different ages.
The Tower Rotation
Flipping on the marker switches will make the different areas show up on the Tower Rotation map in the library. Using the line marker on the map, you can turn the tower to one of those locations and get the 'key' for each of them.
Myst Island puzzles
Stoneship Age Linking Book
Tower Rotation for the docks gives you three dates in the tower. Go to the building next door, turn off the light and use the dates on the device. You'll be shown a constellation for each of them. Check the Stoneship Age book for the symbols of those constellations. Go to the centre of the island and mark the relevant symbols green, leave the others red. Avast ye! The ship has been raised in the small pool - check the docks.
Mechanical Age Linking Book
Tower rotation for the giant gears, gives you a time and three numbers. Where should one use a time if not at the clock tower? Use the wheels to set the time and then push the red button. Behold a passage way - of gears, how eclectic. Enter the tower and you'll see where you need those three other numbers. Set the device and see if the moving half cog seems somehow familiar. Check the giant gears overlooking the docks.
Selenitic Age Linking Book
Tower rotation for spaceship gives you a number of volts. Where do you get volts but from a generator station? If you don't know where it is, follow the power lines from the spaceship. Behold! Generators! Each button adds a specific voltage, try them one by one to get the right number. If the spaceship still hasn't been activated, go to the power line pillars and switch the breakers on. If you exceeded the allowed voltage they'll have switched off - like proper safety measures in such installations. In the book with drawings of the spaceship you'll find a set of piano keys and a numbered order. Play the notes on the spaceship's keyboard and set the ame notes on the slider panel at its front. Lookie - a book.
Note: If you have your mouse speed set too high you might be skipping some notes and won't be able to set the right notes. Have your mouse speed fairly low for this grand old boy of a game.
Channelwood Age Linking Book
Tower rotation for the small hut gets you a three digit code. Might it be for the locker in the hut? Well, I'll be damned, it was. Matches... what might you need matches for if not for the boiler in the hut? Crank up the gas with the wheel and light the thing. When pressure is high enough you'll start hearing some mechinery out back. Go 'round the hut and see what's happening to the giant tree. Look up to see an opening. How do you get it back down to your height? How about turning off the gas and then hurrying out to catch a bumpy ride underground?
The intro is largely just to tell you who you are, though it never becomes any clearer than that in the course of the game. You don't *really* need to know.
As with my other Myst series walkthroughs I won't tell you what's where. I expect *you* to explore the worlds.
Marker Switches
Read the note found on the ground. Count the marker switches and enter them into the panel in the forechamber right next to where you started. If you don't know what marker switches are you can find out in that same forechamber.
Yay, family drama, brothers... father... the works.
Remember to check the readable books in the library for hints as to what to do in the different ages.
The Tower Rotation
Flipping on the marker switches will make the different areas show up on the Tower Rotation map in the library. Using the line marker on the map, you can turn the tower to one of those locations and get the 'key' for each of them.
Myst Island puzzles
Stoneship Age Linking Book
Tower Rotation for the docks gives you three dates in the tower. Go to the building next door, turn off the light and use the dates on the device. You'll be shown a constellation for each of them. Check the Stoneship Age book for the symbols of those constellations. Go to the centre of the island and mark the relevant symbols green, leave the others red. Avast ye! The ship has been raised in the small pool - check the docks.
Mechanical Age Linking Book
Tower rotation for the giant gears, gives you a time and three numbers. Where should one use a time if not at the clock tower? Use the wheels to set the time and then push the red button. Behold a passage way - of gears, how eclectic. Enter the tower and you'll see where you need those three other numbers. Set the device and see if the moving half cog seems somehow familiar. Check the giant gears overlooking the docks.
Selenitic Age Linking Book
Tower rotation for spaceship gives you a number of volts. Where do you get volts but from a generator station? If you don't know where it is, follow the power lines from the spaceship. Behold! Generators! Each button adds a specific voltage, try them one by one to get the right number. If the spaceship still hasn't been activated, go to the power line pillars and switch the breakers on. If you exceeded the allowed voltage they'll have switched off - like proper safety measures in such installations. In the book with drawings of the spaceship you'll find a set of piano keys and a numbered order. Play the notes on the spaceship's keyboard and set the ame notes on the slider panel at its front. Lookie - a book.
Note: If you have your mouse speed set too high you might be skipping some notes and won't be able to set the right notes. Have your mouse speed fairly low for this grand old boy of a game.
Channelwood Age Linking Book
Tower rotation for the small hut gets you a three digit code. Might it be for the locker in the hut? Well, I'll be damned, it was. Matches... what might you need matches for if not for the boiler in the hut? Crank up the gas with the wheel and light the thing. When pressure is high enough you'll start hearing some mechinery out back. Go 'round the hut and see what's happening to the giant tree. Look up to see an opening. How do you get it back down to your height? How about turning off the gas and then hurrying out to catch a bumpy ride underground?