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Myst (e)

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This file will help you get the answers to the puzzles on Myst island and
all the different ages that you can go to in Myst version 1.0

Written by : Andrew Blayer

You may freely distribute this file at your convenience

The first section will explain a little about what you need to do on Myst
island, how to use the map in the library, and how to get to the tower. The
second section explains how to get to each of the different ages. The third
section tells how to get through each age. The fourth and final section will
tell how to finish the game.

Myst Island - To start off, as you go up the path towards the library, you
will find a note laying on the ground. It says, "Catherine, I've left you a
message of utmost importance in our fore-chamber beside the dock. Enter the
number of Marker Switches on this island to retrieve the message. Yours,
Atrius" I'll give this one away. After you start and are on the dock, turn
left. You should see an outline in the metal. Click on it to open the door.
Now go all the way down to the bottom of the stairs to the pool of water.
(By the way, the water is just a holographic image) Turn right twice and go
up to the piece of paper on the wall. You should see something that looks
like a button above the upper left-hand corner of the paper. Click on it.
When it opens, change the left number to 0 and the right number to 8. Now
press the red button and wait until it closes the panel. Go back to the
imager, the thing with the water in it, and push the button in the front of
it. Now you got the message and it's time to hit some switches. Hit the one
on the dock and up the stairs by the gears. Walk around for a while and you
should be able to hit 5 more for now. Now go into the library. It's the big
building with pillars on the outside of it and an open door. Enter and turn
around a few times. You will see a red and blue book. Go up to either of
them, take the page beside it, and click it on that book. (Blue pages only
work with the blue book and red pages only work with the red book. Clicking
it on a book with a different color will have no effect) Now click on the
book to open it and you find a person trapped in each of them begging for
you to release them (The static makes it hard to understand them). You can't
do anything for them yet. Check the bookshelf in the front of the library to
find 4 books that have not been destroyed. In each one, you will find out
about each age you must visit. In the book with the blue cover and leaves on
the front, you will find constellations. Write down the patterns. You will
need them later. In the blue book with the sun on it, you will see piano
keys and numbers below them. Copy this down with the numbers and also the
highlighted keys they are pointing to. Finally, go to the map near the door.
To see if you've hit enough switches, hold the mouse button on the tower
(flashing circles). The white line turning around should pause for a second
and turn red on 4 different places. To gain access to the tower, you must be
in the library. Go to the picture to the left of the bookshelf. Click on it.
It should spin around and the bookshelf should go down forming stairs. When
you go back there you will find an elevator. This will take you to the tower.
When you are in the tower, you can go up the ladder in front of you where
the tower is facing. You will just see rock if it is not facing a direction
that is important. Now, if you go to the left or the right side of the
elevator and move forward, you will see a ladder with a key on the wall.
This is what is important. If you have the tower pointed in the right place,
and go up the ladder, you will see a hint of what you need to do to gain
access to the book located there that will take you to a certain age. To get
out of the library (opening the bookshelf will close the library door),
simply click on the picture to the right of the bookshelf and make it spin
around.

How to get to the different ages

The Gears - Go to the map in the library, turn on the tower, and it stop on
the picture of the gears. Go to the tower and look at the plaque on the wall
above the ladder with the key. It will give you a time and 3 numbers. Write
them down. Get out of there and go to the clock tower that is out in the
water. Just keep going straight when you leave the library. Look at the
clock and note what time it is. Now look down at the wheels. The large wheel
will move the minute hand 5 minutes ahead. The small wheel moves the hour
hand 1 hour ahead. Turn the wheels until the time on the clock matches the
time you got from the tower. Push the red button. Gears should come out of
the water making a bridge. Cross it and hit the switch. Now go into the
clock. You have to figure out how to get the 3 little gears to go in the
same sequence as the numbers in the tower that were below the time it gave
you. If the weight goes down all the way, you have to reset it. To do this,
just pull the lever with the black handle. When the numbers are right, the
weight will go all the way down, and the gear in the front of the table
will turn up like it was cut in half. Now you can go to the large gears in
the beginning near the dock and they will be open. Go up to it, open the
book inside it, and click on the moving picture.

The Spaceship - This one isn't easy. Rotate the tower so it is facing the
spaceship. Now go to the tower and look at the plaque above the ladder with
the key. It will give you a certain number of volts. Next, you need to go
to the power station. It is in the woods and has a big light above the door.
Go down the stairs and push the button on the side of the door. When you go
in, you should see 2 dials and 10 buttons. Turn one on, write down how many
volts is produces, then turn it off. You have to find out which buttons
will equal the number of volts that were in the tower. If you go over that
number, it will cut the power to the ship. Don't worry. There are 2 towers
with cables running up to them. One is behind the power station and the
other is down the hill where the stone path to the ship is. They each have
circuit breakers on them. You have to pick one, climb up it, and pull the
lever. If you hear a little click, it's the wrong tower. If there is a loud
click, almost like a door slamming shut, you can go back to the station and
try again. When the power is right, go to the ship and open the door. In
the front, you will find 5 switches and a lever. In the back is an organ.
You must move the switches and have each tone match the sound and order as
the picture of the piano keys in the book in the library. You can use the
organ in the back to get the sound right. When you think they are right,
pull the lever and click on the screen.

The Trees - Here's an easy one. Rotate the tower to face the house in the
woods then go to the tower. Look at the plaque above the ladder with the key
and write down the numbered on it. Go to the house in the woods with the big
tree behind it. Enter it, turn around, and go up to the safe. Press the
buttons until the numbers match the ones you got from the tower. Open the
box, light the match on the side, then go up to the furnace and light the
pilot light in the lower left-hand corner of it. Now turn the red wheel
clockwise until you see it turn 20 times. This should give you plenty of
time. Leave the house, turn around, and go between the two trees on the
right side of the screen. Go right up to the big tree. Wait until you see
something that looks like an elevator in the tree. When you see it, go in
it. There should be a button on the left side of the door. Hold it down
until you can enter the room underground. When you are in the room, turn
around and turn the wheel counterclockwise until it won't turn any more.
Now you can go to the book, open it, and click on the screen.

The Boat - Rotate the tower until it is facing the dock. Go up to the tower
and write down the 3 dates and times on the plaque above the ladder with the
key on it. Now you need to leave the library and go to the building to left
when you exit the library. It has a chair in the middle of the room. Enter
it, turn around, and press the light switch. Now sit in the chair and look
up at the controls. Enter a date and press the flashing button. Note what
constellation is there. Do this same thing for the other 2 dates. Now go to
the field in front of the library with the ship in the pool. Look at the
boxes on the sides and turn the 3 symbols that match the constellations you
got from the star room green. You should hear water running and then see
the ship in the pool out of the water. Now you can go back to the dock and
go on the ship. Open the door, then take the book, open it, and click on the
screen.

How to solve each age (You need to only take back a certain color page from
every age. In other words, if you take back the red page from one age, you
need to take a red page from every age and same goes for the blue pages. You
can take back both if you just want to see what the other has to say)

The Gears - From the large gear, go to the building on the right. Enter it
and take either hallway. No matter which one you take you will pass through
a room and eventually come up to another intersection. Turn so you are
facing down this new hallway. There should be a button on the right side of
this hallway. Press it and go down the stairs. Go up to the panel and push
the lever up. Wait until the symbol on the left side of the lever is one
notch away from the breaks in the circles lining up and the let go. When the
breaks are lined up, the circles should turn red. Go back up the stairs,
turn around, push the button again, and move forward until you are in the
elevator. Press the up button. When at the top, press the middle button and
quickly leave the elevator. Go up to the controls on top of the elevator.
These controls will rotate the building. You can also use the rotation
simulator in the room that looks like a torture chamber to get the hang of
it. It is to the right when you enter the building or to the right of the
elevator. Push the left lever up all the way then pull it back down. Listen
to the tone that's produced. Now push the lever back up and then the right
lever. You need to hold the right lever until you think the building has
turned enough. Let go of the right lever, wait until the gear stop spinning,
and pull the left lever down. Again listen to the tone. Make sure it's
different or else you didn't go anywhere. Now push the button in the lower
part of the panel to bring the elevator back up. Go to the bottom and then
leave the building. There are only two other places you must get to. They
each have gear stands that have symbols on them. Write down the place and
shape of the symbols on them. You will need to rotate the tower again until
you can get to the other stand. You need a total of 4 symbols. Now, to get
to the red page, you have to go into the room with the models of the boat,
the spaceship, and the clock tower. Go up to the chair that looks like a
throne. You should see an outline in the wall. Click below the corner of the
tapestry hanging on the wall. A doorway should open up. Go in there. Go to
the chests in the corner to the left in the back of the room. There should
be a red page in the open chest on the top. To get the blue page, go into
the torture chamber room and go up to the chair with the ax leaning on it.
There should be an indent in the wall with a brown strip in the middle of
it. Click on it and it should open up a doorway. Enter it and go to the
shelves in the back. There should be a blue page on the bottom shelf. To get
back to Myst island, go back to the large gear and look at the gear panel
with 4 symbols and a red button it. Push the green buttons until the symbols
match the positions and shapes you found them on the stands on those islands
and then push the red button. A set of stairs should go down and then you
can pick up the Myst book, go back to the library with a page, and put it
in the matching color book.

The Spaceship - Exit the spaceship and now you will have to wander for a
while. You need to look for 5 stone and wood tables. These each have a red
button and symbols above them. Press the button and make sure the symbols
light up. The symbols you are looking for are water drops, a crack with heat
coming out of it, the hands of a clock, a symbol that looks like a knife,
and wind blowing out of a tunnel. After you have hit all the buttons, go to
the symbol with the wind. Go down the pipe that's in front of the button. At
the bottom, you can hit the switch to light the tunnel if you want, but you
need to go down the tunnel and up the pipe. Go up to the tower with the
satellite dishes on it and open the front panel. Look at the controls. Click
on the water drop symbol and use the right arrow to move the dish to 153.4
degrees. Click on the symbol with the crack and use the right arrow to turn
the dish to 130.3 degrees. Click on the symbol with the clock hands and use
the right arrow to turn the dish to 55.6 degrees. Click on the symbol with
the knife on it and use the right arrow to turn the dish to 15.0 degrees.
Click on the wind symbol and use the left arrow to turn the dish to 212.2
degrees. Now press the button with the funny looking E on it. Listen to and
note what order the sounds are being played in. Next, go back to the door
that you passed in the beginning of this age and go up to the panel on the
right side of the door. There should be a set of 5 switches. Use each switch
to match the sound and order that everything was played in at the satellite
tower. When everything is matched up, press the button in the corner. Don't
forget a page. The red page is on the shelf with the symbol that looks like
a knife. The blue page is on a table near the switch for the water. Go down
the stairs and push the blue button to enter the transport. F = forward,
L = left, and R = right. As soon as you sit down, hit the forward button.
From there you need to go F,L,L,F,R,R,F,R,R,F,F,R,R,F,F,R,R,F,R,F,R,F,R,F,
R,R,F,L,F,R,F. Then you can exit the transport, go to the Myst book, and
return to the library.

The Trees - First you must turn around and follow the path straight until
you reach the building with the water tank in it. In the building, look down
at the faucet and turn it so the sound of running water is loud. Go back
down the path and at the first intersection you come to, go left. At the
second intersection, look down at the water flow switch and then you have to
turn it so the water goes down the pipe to the right, then go right. At the
third and fourth intersections, do the same as you did at the first
intersection. Now go up to the elevator, enter it, close the door, and pull
the lever. F = forward, L = left, R = right. Exit the elevator and then go
F,R,F,F,F,R,F,F,F,F,F,L,F,F,F,R,F,F,R,F,F,F,F,F,R,F,F,L,F,F,F,L,F,L,F,R. Now
Now go up to the lever and pull it. Next, turn right and go F,R,F,F,R,F,F,R,
F,F,F,F,F,F,R,F,F,F,F. Then go down the stairs, open the door, go to the
water flow switch directly ahead, and turn it so it goes down the direction
you just came from. Now turn around, go back up the stairs, turn around, and
use the elevator. To get to the blue page, keep going forward, ignore the
first building, go right at the intersection, and then go into the house.
Turn left and look on the floor for the blue page. To get to the red page,
go left from the elevator and then keep going forward to the large house. Go
up to the desk on the left side of the bed and open the drawer to find the
red page. Go down to the drawers on the bottom of the bed and open the one
on the right. Copy down the note exactly as it is. You will need it later.
Go back to the elevator, go down, then go back down the stairs. Now you have
to go back to the water flow switch and put it back the way it was. Go down
the path to the right. At the next intersection, change the water flow so it
goes down the path to the left. Next, go left to the next intersection and
change the flow to go to the right. Go right. Then at the next intersection,
go left, then forward to another lever. Pull it. Go forward to the elevator,
turn right, and follow the pipe until you reach the water. Turn the crank so
the pipe makes a connection on the other side. Go all the way back to the
second water flow switch from the building with the water tank. You need to
change it back again, then follow the flow to the next switch, go right again,
and at the next switch change it so it goes to the left. Now go back to the
elevator that's after the part where the bridge came out of the water and
use it. Open the door, pick up the Myst book, and click on the screen to
return to the library.

The Boat - Right in the beginning, turn left and go to the table out in the
water. Click on the bell-shaped object on the right side. This should have
drained the lighthouse. Go back to the ship and then into the lighthouse.
Look down, and go to the bottom of the stairs. Get close to the chest and
click on the little lever on the bottom of it on the left side. Water should
drain from it. Click on it again when it's done. Go back up, then go to the
table out in the water again, and click on the bell in the middle. This
should have drained the tunnels underground, but don't go there yet. Go back
to the lighthouse and look down at the chest floating in the water. Click on
the key chained to the boards to open it. Take the key from the chest, click
on the ladder, and use the key on the lock that's keeping that door shut.
Go up the ladder and turn around. Turn the crank attached to the floor until
the batteries are charged completely. You can click on them to see how much
power they have. They are on the right side of the crank. When they are
full, go back to the ship where you started and go in the tunnel in front of
you. Go to the bottom, turn around, and click up the stairs once. Look at
the bottom of the archway. You should see a slight line about in the middle
of it. Click below it and a panel should open up. Go in it and follow the
hallway until you see a round object on the floor. Look down at it. You need
to push the right button that will turn on the underwater lamps. Imagine the
object is a compass and the crown symbol points north. You need to press the
button that is diagonal from the red arrow pointing southeast. You'll know
you hit the right button if the lights don't go out and an alarm doesn't
go off. If you did hit the wrong button, just go back to the lighthouse,
charge up the batteries, and try again. Now you need to know where the pages
are here. Go to the bottom of the tunnel you were in before you went through
the panel, push the button to open the door, and walk in the room. You
should be in a nicely decorated room. Turn left, go toward the dresser, and
open the bottom drawer to find the red page. The blue page is down the
tunnel on the other half of the ship. Go over the stairs from the first half
and turn left to find the tunnel. Open the door and go in. There should be
a rib cage hanging on the wall in front of you. Turn left and look on the
bed to find the blue page. While in that room, turn around, go up to the
dresser, and open the second to last drawer to find the other half of the
note. Piece the two halves together because they are very important to the
end of the game. Now, with whatever page you want, the batteries charged,
and underwater lamps on, go to that table out in the water and push the bell
on the left. Now go back on the ship, turn right, go down the stairs, open
the door, and go to the bottom of the ship. Look down at the table and click
on it to reveal the Myst book. Open it and click on the screen to return to
the library.

Finishing The Game

Myst Island - In the library, listen to whoever you have gotten the most
pages for (5 red and/or blue pages) to find out which book you must read and
what pattern to use in the fireplace. Read the book they tell you to look
at, copy the pattern, go in the fireplace, and push the button. You must
copy the pattern exactly as it was in the book. When you think it is right,
push the red button. If you are wrong, the lights will go off and the door
will open. Just push the button and try again. If you are right, the
fireplace will turn around and you will see the two pages and green book
they spoke of. Ignore their warnings of not touching the green book and open
it. You finally see that Atrius is alive. And in case you've been wondering
which of the two brothers to set free, you find out that both of them were
involved with trapping him in Dunny and had an extreme lust for the
treasures that they could have gotten from the books. You also find out what
he needs to stop them. That's what is in the island vault. Click on the red
button twice to get out of there. Find the vault by using the information on
the two halves of the note. When you have the page he needs, go back to the
green book, open it, and click on the screen. Make sure you have a white
page in your possession or you will be stuck in Dunny forever. (Also, the
only other 2 ways you can lose, is if you free either Sirus or Ackinar. You
will end up trapped in the book and they will laugh at you and tear out all
the pages you took so much time collecting until you see nothing but static)

Dunny - Turn left when you get there and go up to Atrius. When he asks for
the page, click it on him. When he returns to Myst, wander around for about
half a minute and then go back to his desk. He should return then. If not,
just wander some more. Just listen to what he has to say and that's it,
you've won. He gives hints about a second Myst game, and lets you use his
Myst book to go back to Myst island. You can now go to any age that you
want to. By the way, in case you hadn't noticed, you won't have to worry
about those two brothers any more. Also, the music that plays when you quit
is different. Have fun exploring the different ages.