You are on page 1of 18

Explore

Start the game by simply exploring the island a bit. Take a look around and make note of
the different buildings and what they are home to. Use the map to help get you acquanted
with the island as a whole.

Once you have a feel for the mysterious island, pick up the Letter to Cathrine. It's on
the grass just north of the docks (your starting position). By tapping on the magnifier in
the bottom left of the touch screen, you can zoom into the letter to read it easier. Now
wander around the island again but this time be on the look out for the Marker Switches.
Flip all these switches up, into the on position. There are 8 in total. They are all outside
and basically at each major island location.

The Imager

Once you have flipped all 8 switches, make your way back to the docks. The "fore-
chamber" mentioned in the letter is located just off the dock, opposite of the Sunken Ship.
If you are having trouble finding it, try to get yourself in the exact screen you start the
game in. Turn to the left. The doorway almost looks like a small set of stairs. Tap this and
the door will slide open revealing the hidden room.

Enter this underground area and you'll find a small fountain in the center of a round
room. Tap the orange button on the side of the fountain and you will see that the water
almost fades away but doesn't. Turn directly around to face the stairs heading back up the
the surface. Just to the left of the stairway is a small highlighted spot on the wall. Tap on
this spot to go in for a closer look. Tap on it again to view and read what's written on this
piece of paper. Now, in the upper left hand corner of the screen there is a tiny green light.
Tap on the light and a numeric control panel will appear where the paper was.

Tap on the up and down arrows to make the panel read 08. Now turn around and look at
the fountain again. Tap on the orange button on the fountain once more and now you will
see a video message play inside the fountain. Listen carefully to the message. You can
play it again by simply pressing the button again. When you think you are ready, find
your way to the library.

The Library

From the Imager, make your way back out to the docks. Follow the path across the path
to the north and enter the second concert building, the square one. Inside, the library has
something different on every wall. From left to right; there is a strange map of the island
(ignore it for now), a Red Book, a painting of a secret door, a bookcase, a painting of the
open door, a Blue Book, and finally a fireplace. Each has a specific use in the game.
Some now, some later.

Start by investigating both the Red and Blue Books. Next to each book is a matching
colored piece of paper. Pick up the piece of paper first and then pick up the matching
book. You will then see a scrambled video inside each book. Both men in either videos
want more of the colored pages that match their respected books.

Next you should take a look at the bookcase. If you are new to the game you should
definitely take the time to read through all five of the salvageable books. Each book talks
about a different age that you will travel to. Each will contain a helpful hint or two about
each age as well as help build the history of this game. Give them a read.

You should also note that when you touch the painting on the left of the bookcase it will
reveal a secret passage but block the entrance. To reverse this, tap the painting on the
right of the bookcase, the one with the open door. This will close the secret passage but
open the front door your entered through.

Now, go take a closer look at the map on the wall of the library. You should notice that
the map is highlighted with the various structures near each of the switches you turned on
earlier. Use the stylus to tap and hold on the small circle to the east of the library symbol.
This circle corrisodes with the tower. A white line will appear from the tower on the map.
Keep holding down and the line will rotate until it turns red.

With the line red, step away from the map and now look at the painting to the left of the
bookcase. Tap the painting and it will swirl and then the bookcase will open up to reveal
a secret passage. Note that the normal library exit will be blocked now. Go through the
secret passage to find an elevator at the end. Step into the lift, close the door and then
press the blue button to the right of the door.

You will now be in the tower. Step out and before you there will be a ladder with the
symbol of an open book behind it. Climb the ladder and look out to see the Stone Gear to
the south. Make note of this location and then climb down the ladder and go around the
elevator to find a different ladder on the other side. This one has a symbol of a key behind
it. Climb the ladder and look at the plaque on the wall. It will read; 2:40 2,2,1.

With this information written down, return to the library and look at the map again. Once
again, turn the tower line on the map until it turns red (by the sucken ship). Return to the
tower and make note of the information on the new plaque that is revealed. Repeat this
process of turning the map in the library until the line is red and then going to the tower
to make note of the different plaques.

In total there is 4 places on the map the tower can face to reveal the different plaques.
Each will provide you with specific information that can be used to to access the various
ages throughout the game. You can visit the ages in what ever order you would like but
here they are listed in the clockwise order that the tower reveals them in.

Access Keys
Location Access Keys Age
2:40
Stone Gear Mechanical Age
2,2,1
October 11, 1984 10:04 AM

Sunken Ship January 17, 1207 5:46 AM Stoneship Age

November 23, 9791 6:57PM


Large Tree 7,2,4 Channelwood Age
Rocket Ship 59 Volts Selenitic Age

Mechanical Age

Getting To It

Go to the far west of Myst Island, follow the path straight out of the library. There you
will see a Clock Tower just off the coast. In the bottom left of the screen you should find
a small control box with two wheels on it and a red button. Get a closer look at the
wheels. When the camera is looking directly down at them, you can turn them.
The goal here is to turn the wheels which corresponds with the hands of the clock into the
2:40 positions. Tap the bigger wheel 8 times, this moves the minute hand. Then tap the
smaller wheel twice. Look up to make sure the clock now reads 2:40 and then press the
red button.

A path of gears will emerge from the water. Now make your way out to the Clock Tower.
Be sure to switch the Marker Switch before going inside.

Once inside the Clock Tower you will find a strange contraption. Focus on the top where
three gears are stacked on top of one another. These gears are marked with numbers and
from top to bottom read 3,3,3. You should also notice the three levers here. The one to the
far back right is the reset lever. You only get 9 turns before you will need to reset the
contraption. Then there's two levers in the middle. The left one controls the middle and
bottom gears while the right one controls the middle and top gears. Know that holding
either lever down will only move the middle gear after the initial duel move.

Aside from saying 2:40, that same plaque said 2,2,1. This is what you want these gears to
read from top to bottom. Here's one of the shorter solutions to the puzzle. Pull the left
gears once so the gears read 3,1,1. Pull the right lever once so it now reads 1,2,1. Now
pull and hold the right lever. The top gear will rotate once and read 2 but keep holding the
right lever and the middle will rotate by itself. When the middle gear gets to 2 left go and
the gears will read 2,2,1.

When the gears read 2,2,1 the gear in from will open up and this will let you know that
you cracked the puzzle. Now, make your way all the way back to the large Stone Gear
near the docks, the southwest corner of the Myst Island map. You will find that the large
gear is now half turned. You can step into it and find a book there. Open the book and tap
the picture to be transported to an different age.

The Throne Rooms

You will now appear in a completely different place with a new map in your inventory.
You won't be able to return to the Myst Island just yet as you will need to find the
combination to control panel near your starting point.

At the start, the only place you can go is across the bridge and into the Rotating
Fortress. Follow the hallway to the right and you'll end up in a Blue Throne room. Have
a look around. Who's place could this be? To the left of the throne is a Fortress Rotation
Simulator. Flip the left lever up to "unlock" the devise. Now flip the right lever and the
red line will rotate in a counter-clockwise direction. There are four positions it can land
on and each position has a distinct sound effect. Listen carefully to each sound and try to
make note of their differences along with their corresponding directions.

Feel free to examine the various items in the Blue Throne Room. Be sure to look at the
throne itself. To the left you should see a yellow line on the wall. Tap this section of the
wall and a small hidden door will open. Step inside to find the hidden room of the Blue
Throne Room. There are a few creepy things in here so take a look around.

You will find a small shelf of various jars filled will liquids. On the bottom shelf you will
see a Blue Page. Don't pick it up just yet, just remember where it is for later. Step back
out of the hidden room and then continue down the hallway past the Blue Throne Room.
You will see a red button in the middle of the next hallway. Ignore it for now and
continue down the hallway to find the Red Throne Room.

Investigate the Red Throne. Like the blue one, look at the throne itself. Just to the right,
tap the portion of the wall that is half cover by a wall hanging. This will open up another
secret room. Step inside to find the hidden room of the Red Throne Room. On the wine
rack you will discover a letter that is rolled up. Read the letter and make a mental note of
the Red Page that is hidden in a chest to the left of the wine rack.

Fortress Rotation

When you have fully explored both throne rooms, go to the red button in the middle of
the connecting hallway. Press the button to reveal a stairway leading down. Head the
stairs and look at the small control panel before you. There you will find a symbol that
looks two circles with gaps missing from both. Use the lever on the right to rotate the
inner one. The goal is to match the missing gaps. They will turn red when matched but
you will need to release the lever just a little early as the take a moment to come to a full
stop.

Once the symbol has been activated red, head back up the stairs and press the red button
once again. This will retract the stairs and allow you to access the hallway directly in the
center again. You will now find that an elevator is available to you now. Step in and press
the "up" arrow. Before stepping up on the top floor, tap the rectangular button in the
middle and then quickly hop out of the elevator.

Now turn around to watch the elevator drop half a floor and reveal the actual controls to
the Rotating Fortress. The goal here is to make the fortress face the north by matching
the sound from the Simulator in the Blue Throne room. If you need to, go back and
listen to the sound when the Fortress faces the north and then come back up here and
match that sound.

Once the Fortress is facing the north, go back outside and cross the bridge to the North
Island. There you will find a small podium with two symbols to the left. Write these
down.

Return to the Fortress and now you'll need to rotate the Fortress to face the east. Use the
Simulator in the Blue Throne Room if you'd like to refresh your memory. Return to the
actual controls of the Fortress on the top floor and rotate it to the east. Step back outside
and make note of the two symbols on the right side of the podium.
Departing

Once you have been to both the North and East Island and got all four symbols from the
two podiums, you can leave this age. You must now rotating the Fortress to face the
south. Again, use the Simulator in the Blue Throne Room if you need s reminder of the
noise the south makes.

Rotate the Fortress to the south and on your way out pick up one of the colored pages
from either hidden room inside the throne rooms. It doesn't matter which one you pick
up, you can always return to get the other one. Pick up a page and make your way out to
the south island where you started. Examine the small control panel to the right of the
gear. Press each of the four buttons until you match all four symbols here to the ones you
found on the other islands.

Press the red button here once all four symbols are matched and a stairway will appear.
Go down, open the book and tap the picture inside. This will warp you back to the
Library on Myst Island. Insert the colored page you brought back with you into the
appropriate colored book. It's up to you whether you want to return to the Mechanical
Age to pick up the other page. Know that everything will be set up for you so you won't
need to waste time redoing any puzzles.

Stoneship Age

Reaching It

When you are ready, enter the Planetarium just south of the Library on Myst Island.
Once you enter, turn around and hit the blue switch on the wall. Take a seat in the dentist-
like chair in the center. Tap the control panel above and it will lower in front of you. You
will now need to enter the dates you got from the Rotating Tower earlier. Using the
small dials on the right, enter the first of the three dates using the dials. From left to right
it goes; Day, Month, Year, and then Time.
October 11, 1984 10:04 AM

January 17, 1207 5:46 AM

November 23, 9791 6:57 PM

Once you have enter an entire date, press the yellow button in the middle and the
viewfinder on the left will whiz around to find a specific start formation. Jot down all the
brightest and second brightest stars you see in the screen.

Proceed to enter in the final two dates into this machine and make notes on the star
formations they show. Know that the final time will need to be translated to military time,
18:57.

With all three star formations written down, head back into the Library. Grab the
Stoneship book off the bookcase, it's the one in the upper right. Flip through and towards
the end you will find drawing of stars and the constellations they represent. You should
be able to match them to the Leaf, the Snake, and the Beetle.

Walk straight out of the Library and you'll find a small fountain in the middle of a bunch
of pillars. Look at each pillar and you will see that there is a symbol all of them. Find and
only press the Leaf, Snake and Beetle symbols. You should here a sound. Look at the
fountain in the middle to see that a miniature ship has risen from the water.

Now make your way back to the docks where you started the game. The Sunken Ship
will now be above the water. Step onto the ship and enter the door to discover another
book. Open the book and tap the picture to be warped to the Stoneship Age

Drain the Water

When you arrive in this different age, you won't be able to do much at first. Do a quick
wander around to get a lay of this new land. When you are ready, find the Umbrella
Crown's Nest to the southwest. Follow the planks out to this strange contraption. The
three switches you see before you control the water in three areas of this age. Only one
area can be drained at a time so you'll be returning to this contraption a few times.

The switch on the left will drain the water in the ship. The switch in the middle will drain
the tunnel on the main island. And the one on the far right will drain the lighthouse. Start
by hitting the switch on the right to drain the lighthouse.

The Lighthouse

Once the water has been pumped out of the lighthouse, go inside and make your way
down the stairs. At the very bottom of the lighthouse you will find a chest. It won't open
however. Instead, tap the small lever on the lower left side of it. Water will then drain
from the chest. Once it's down, tap the lever again to close the small valve.
Head back to the Umbrella Crow's Nest and hit the switch on the right again. This will
re-flood the lighthouse with water. Go back into the lighthouse and the chest from below
will have floated to the surface as long the water from inside was release and the valve
was resealed. Examine the now floating chest and use the key that is chained to the floor
to open it.

Inside you will find another key. Take this key from inside the chest and use it to open the
lock at the top of the ladder. Open the hatch and go up to the top. In the top of the
lighthouse you will find a hand-crank generator and a small battery. Crank the generator
until the battery is filled. This will restore power to the tunnel.

The Brother's Bedrooms

With the battery charged in the lighthouse, make your way back to the Umbrella Crow's
Nest and hit the center button. This will drain the water from the tunnel. Make your back
across the planks and take an immediate left. Do down the newly lit tunnel until you
come to a stone door. Press the small button in the middle of the door to open it. Inside
you will discover Sirrus's room. It's well kept and is largely made of wooden things.
Investigate the room. The dresser on the left should be carefully examined. The bottom
drawer of the dresser is home to the Red Page of this Age.

Don't pick it up yet. Simply make note of it and head back outside the tunnel. From this
tunnel, turn to the left and follow the small staircase around to find another similar tunnel
on the other side of the island. Find your way to the back and open the door like you did
the last one. Take a look around the creepier room and make note of the Blue Page laying
on the bed.

More Power

Slowly leave this creepy bedroom. On your way back out of the tunnel, you are looking
for a small red switch on the left wall. This is if you are leaving the room. Carefully look
for this red switch on the lower portion of the wall. Tap this switch and a small door will
open. Crawl through to discover a secret hallway that connect the two tunnels that lead to
each brother's room.

In the middle of this hallway you will find a compass on the floor. The compass is lined
with small buttons. Don't just push a random button, this will kill the power to the whole
place and you will need to go back and recharge the battery in the lighthouse. The
solution here can be found by going to the top of the main island by follow the stairs up.
There you will find a telescope. Look around with it to find the blinking light on the
lighthouse. Make note of the number the telescope reads, 135.

Take this knowledge back to the compass in the secret hallway. There are 32 switches
around the compass. 360 divided by 32 is 11.25. Take that 135 from the telescope and
divide that by 11.25 to get 12. Ignore the very top switch on the compass and count 12
switches in a clockwise direction. The 12th switch is basically the switch the southeast
red arrow is pointing to. Hit this switch and this switch only to activate the rest of the
lights.

Leaving

Once you have turned on the underwater lights with the compass in the secret hallway,
you can gear up to leave this age. Get out of the secret hallway and go grab one of the
colored pages. Take that page back outside and return to the Umbrella Crow's Nest. Hit
the first switch this time to drain the water from the ship. Walk back across the planks
and enter the ship to the right. Make your way down around the staircase to the very
bottom. There you will find a small table. Tap the center of the table and a book will
morph out of the table itself.

Open the book and tap on the picture to be warped back to the Library on Myst Island.
Once back, return the colored page you brought with you back to the correct book. If you
want to go back and get the other page, know that you will need to re-power the generator
in the lighthouse. That will turn everything back on.

Channelwood Age
Finding It

Make your way to the Log Cabin on Myst Island. It's past the fountain with the miniature
ship and on the left. Use your map to help find it if you are lost. Step inside the cabin and
up to the weird boiler and red valve. Turn the valve so that you here a hissing. Turn
around to find a small safe on the right side of the door. Input the numbers you got from
the Rotating Tower earlier, 7,2,4. Tap the handle to open the safe. Inside you will see a
box of matches. Tap the matches and you will pul up a match, then tap the side of the
carton to light the match.

With the lit match quickly, turn back around and approach the boiler. You should see a
small square to the bottom left. Tough that small area and you will light the boiler. This
next part is a bit confusing and may take some playing around to get it. When the boilers
lit you should hear some short explosions. You can watch the meter on the boiler to see
when this will happen.

Venture out of the cabin. If you are facing the Log Cabin there is a trail to the right of it.
You might need to step further away from the cabin to see it. This trail will lead you to
the Giant Tree Elevator behind the cabin. Now, once you find the tree look for the
cutout chuck of the tree, it may be above you. This is the elevator "stall" that you need to
get into. The problem is it's high off the ground.

What seemed to work was going back into the cabin and turning off the fire. If the needle
rises again, turn the fire back on. Turn it on and off until the need goes to the left with no
fire. Head back out to the tree and you should be able to watch the elevator lower to you.
When it is at your level, hop inside and hopefully it will bring you underground. If not,
keep trying to lighting the fire and putting it out with the valve. Eventually, you will
hopefully be lowered underground and find the book which will bring you to the
Channelwood Age.

Pumping Water

Upon arriving in this age, you'll be facing a tree. Turn around and follow the narrow
platforms to the north, basically just try to go as straight as you can. You will come to a
bigger island with a Windmill. Make your way up this island and into the wooden shack.
Inside, you will find a large tank on the right. Tap the lower right part of the screen where
the pipe from outside meet the tank. Tap the facet once to turn it.

This should be your starting point for the directions in this level.

Ignore the other devise inside the windmill. It won't help you at all. Once you have turned
the facet on, make your way back down the hill. You should notice that the pipe from the
windmill follows the path down with you. Listen and you should now here water flowing
through it.
As you hit the narrow platforms again, proceed to follow the pipes and platforms to the
first split. At this split you can take a look at valve on the pipes. These valves will control
the water direction at the pipe splits. Think of the red handle as the blocker. If it's on the
right, it's blocking the water from flowing to the right and the water is actually going to
the left.

To the Tree Level

Starting from the first split in the pipes coming from the windmill, make sure the valve is
on the right and follow the path to the left. At the second split, turn the valve to the left
and move to the to the right. The next split is directly after the last one, turn this third
split to the left and follow the platforms to the right. At the next split, turn the valve to the
left and continue to the right to find an elevator. Step inside, close the door and pull the
red lever on the right to be taking high into the tree tops.

In the Trees

It's easy to get lost up here so pay attention. From this starting elevator you got up here
in, go straight towards the round hut in front of you. Go to the right towards the square
house. Take a right inside this house and enter the next square house. Take another right
and go into the next round hut. Go to the left and walk across to yet another round hut. In
here you will find a small red lever. Tap on it to pull it down.

Once you've hit the lever make your way back into the last square house you came
through. Turn right and walk across the long bridge towards the round hut. Go into the
square house on the right. Head straight through this house towards another square house.
Take a right inside and follow the platforms. You will come to an elevator on the right,
and a stairway leading down on the left.

Now, the elevator isn't power just yet. Follow the stair way down and open the door at the
bottom. You should find yourself near the Windmill Island and the first split in the water
pipes. Go to this first split and turn the valve to the left. Head back up the stairs to the
right and the elevator will now take you to an even higher tree level.

The Highest Level

Step out of the elevator and follow the platforms in front you of. Enter the first tree house
you come to and an holographic image of Achenar will appear and then quickly
disappear. Exit using the back door of this house. Follow the platforms and you will find
another house out back. Investigate the house. To the left you will find the Blue Page and
a strange video devise. The first three button are messages in a different langage but the
last one is a message from Sirrus.
Take the Blue Page now if you want and make your way back to the elevator. As you
face the elevator you will see that you can follow a different path around to the right.
Back here you will discover Sirrus's room. There is an important piece of ripped paper in
the drawer under the bed. Make notes of it. You will also find the Red Page in the desk to
the left of the bed.

Take either page and make your way back down to the flooded bottom level.

Exiting

At the first split coming from the windmill, make sure the water is flowing to the left and
follow the pipes to the left. At the next split, turn the handle to the right and follow the
pipes to the left. At the third split, turn the handle to the left side and follow the pipes to
the right. There no valve at the next split, just veer to the left and you'll come to the end
of the platforms and a small mechanical device.

Pull the red lever and a new platform will appear. If this doesn't happen, it means the
water is not flowing to the pipes and you need to go back and make it flow to this devise.
Cross the new bridge and follow the platforms to a split. There will be an elevator on the
left, but you will need to go to the right for now. You'll come to the end of the platform
and see a gap in the pipes. There is a crank on the lower right side of the screen. Tap the
crank and the pipe on your side will extend to the other. This means you can now power
the elevator to reach the book that will return you to Myst Island.

So, make your way back to the first split in the pipes. Flip the valve to the right and
follow the pipes to the left. Flip the next valve to the left and follow the pipes to the right.
Flip the third valve to the left and continue to the right. Now flip the forth valve to the
right and the water will flow to the left and through the pipe you extended. Now that
elevator is operational.

If you need help find this elevator, use the direction above to get back to it. Take the
elevator up and you'll find the returning book on the ground. Open it and touch the
picture to warp back to the Library. You can return to this age if you want to pick up the
other page. The basic puzzles will remain solved but you will need to divert the water to
the different places to reach the different levels again.

Place the page or pages into the books and then get ready to travel to another age.
Selenitic Age

Accessing It

The final Age is reached via the Rocket Ship in the northeast of Myst Island. However,
you will need to power the ship though. Past the fountain with the model of the ship, in
the northwest area of the map, you will find the Generators in a small brick building. Go
inside and make your way down the long set of stairs to come to a steel door. Press the
button on the right to open the door. Step inside to discover the generator control panel.

The Rocket Ship needs 59 Volts to open its door.

Directly behind you, next to the door, you will find a diagram on the wall explaining the
controls and meters. The idea here is to get the meter on the right to read 59 Volts. Go
back to the control panel. Most likely the meter on the right will not work. That means a
fuse has been blown. Start by entering in combinations to get the left meter to read 40.
There are many combinations that work. Using the diagram on the wall as your key, here
is one combination; 4,7,8,9.

Now, if the right meter is reading zero you need to go reset the breakers. Walk back
outside the building. There are two possible breakers. One behind the Generator shed
you were just in and another by the Rocket Ship just north of the Library. The breakers
are on the top of tall green brick pillars. Climb up and pull the lever down to hear a click.
There's actually two different clicks, a big one and small one. You listening for the louder
click.
Once you flipped the correct breaker, or flipped them both just to be safe, head back
down into the Generator Shed and turn off the number 9 button. This will level both
meters out at 59 Volts.

With 59 Volts going to the ship, make your way back outside and to the Rocket Ship to
the left of the Library. Inside you will find a control panel at the front of the ship. It has
five dials that makes notes with every move and a blue lever on the right. In the back of
the ship you will find an organ. Now, in the Library you can find the book for the
Selenitic Age, it's the one in the middle of the bookshelf. Flip through the pages until you
find the diagram of the keys of a piano or organ as it were. There are five keys with
numbers relating to them.

This puzzle can be tricky as you basically need to hit a numbered key on the organ,
starting with "1" then match the sound that key made with the first dial on the controls.
Getting all five exactly right can be tough and some what aggravating at times. Here's a
shortcut; set all the dials to the very bottom. You are going to count notes as you move
the each dial up. Always count the lowest starting note as one and move up from there.
From left to right, Dial 1: 8, Dial 2: 20, Dial 3: 23, Dial 4: 13 and Dial 5: 6.

Pull the blue lever and the book will appear on the screen above the control panel. Touch
the screen and you will be taken to the Selenitic Age. It may not appear so at first
however as you will still be inside the Rocket Ship. Step outside and you will see you are
in fact somewhere new.

Sounds

From the Rocket Ship, follow the platform to the path on the island. A little ways up you
will find a door to the right with two spheres on the sides of it. There is a control panel to
the right somewhat similar to the one you just did on the ship. The dials here though
make strange noises. You must go find these noises out on the island.

Starting from this door and sound devise, continue up the path one screen. Turn left and
you will see a smaller brick staircase. Make your way over this staircase, up the taller one
and over a bridge. Continue through the trees and on top of a small hill you will find a
desk with the Blue Page (DON'T PICK IT UP YET!), a small pool of water and some
weird devises. Again, ignore the Blue Page for now and simply press the red button on
the small desk in front of the drops of water symbol.
The water symbol will change when you hit the button and you should now make your
way back to the path you turned off from to get to here. Back on the original path, turn
left and go over the next set of stairs you see. Follow the brick stairs up and you will hear
an new noise, press the button in front of the lava symbol and head back to the original
path once again.

Follow the path further up to find what seems like a broken clock tower. Press the red
button before the clock symbol and continue up the path.

At the fork in the path take a right. Follow this path around and you will walk across a
brick bridge just above the water. Water the end you will find another red button before a
strange symbol of something sticking out of the water. You should also make a mental
note as the Red Page is laying just above the symbol. You can come back to it later on.

Head back to the original path and now follow it all the way to the very end. You will
come to the last of the sound buttons and a sewer entrance. Hit the button in front of the
wind symbol and then go down into the sewer. Flip the yellow switch and turn around to
see that the lights are on in the underground tunnel. Follow the tunnel out and up the
other ladder. Make your way up the stairs and you find another strange control panel with
a screen on it.

The idea here is to tap one of the yellow symbols, starting on the left that's the water
symbol. Highlight a symbol then rotate the screen above using the two green arrows.
Don't go too fast as you are trying to hear that specific sound. Don't worry too much,
When you have highlighted a sound, the monitor will only pick up that one sound. Rotate
the screen around and locate the direction each sound is coming from. Once you have
pinpointed a sound, tap the next symbol and locate that one.

Here's a list of general areas the sounds are coming from.

• Water = 155.0
• Lava = 135.2
• Clock = 055.0
• Crystal = 016.6
• Wind = 211.0

Once all the sounds have been located and set into the machine, you can press the orange
button near the bottom. This will then play the sound in a specific order. Crystal, Water,
Wind, Lava and lastly Clock.
Now, make your way all the way back to the door near the start of this age. Here you will
need to match the sounds for each dial in the order the previous transmitter played them
for you. These one should be a lot easier to recognize. From left to right set the dials in
this order; Crystal, Water, Wind, Lava and lastly Clock. Press the button once
everything is set and the door will open for you. Before entering however, go pick up one
of the colored pages.

Underground Maze

Once you have picked up one of the colored pages proceed through the door and down
the stairs. At the very bottom you will discover a iron vehicle of some kind. Enter the
vehicle by pressing the blue button. This part can be very tricky. You will need to
remember the sounds from the Mechanical Age and their relation to the direction they
indicate. This can get extremely confusing though. Here is a step by step walkthrough
using only the directions on the control panel.

Sit in the cockpit of the vehicle.

• Press Forward, this will lower you into the maze.


• Press Forward to begin traveling along the track.
• Press the Left Arrow twice and then Forward to travel west.
• Press the Right Arrow twice and hit Forward to travel north.
• Tap the Right Arrow two more times to turn to the east. Press Forward to travel
in that direction.
• Hit Forward again to continue east.
• Press the Right Arrow twice to face and travel south by hitting the Forward
button.
• Hit Forward again to continue south.
• Tap the Right Arrow twice to turn to the west. Hit Forward to travel west.
• Press the Right Arrow once to face the southwest (your direction will begin to
change as you travel). Hit Forward to travel southwest.
• Hit the Right Arrow once to turn to the west. Press Forward to travel west.
• Tap the Right Arrow once to face the northwest. Go Forward.
• Press the Right Arrow twice to rotate the the northeast. Hit Forward to travel in
that direction.
• Hit the Left Arrow once to face the north. Press Forward to travel north.
• Press the Right Arrow once to turn to the southeast. Hit Forward to travel in that
direction and to the end of the line.

Get out of the seat and hit the blue button to open the door. Walk straight out of the
vehicle and you will find the book out of here just up ahead. Open it and touch the picture
to warp to the Library.
The Final Pages
Once you return to the library, place the last colored page you collected into the book. To
complete the game you only need to collect all the pages of one of the books. However, if
you want to be a thorough, return to the Selenitic Age, grab the other page and bring it
back before listening to either brother. When all five pages (one that was sitting next
them and one from all four ages) have been restored to one of both of the books, listen to
the brother's as they plead with you.

The brother's will weave conflicting stories but will give you one bit of information that
remains the same. Go to the middle shelf of the bookcase and pick up the last book on the
right. It will be filled with patterns, flip to pattern 158. Make note of this exact pattern
and go into the fireplace.

When you are inside the fireplace, hit the red button on the far left to lower a door. Here
you will need to mimic pattern 158 on the door by tapping and indenting the morphing
door. Once you have enter the same pattern into the door, press the red switch on the left
again. If the everything was right, the fireplace will rotate and reveal, the Final Red
Page, Final Blue Page and the Green Book.

Now, you can do what you want here but think about your whole adventure. Neither
brother seems that trustworthy and the only thing they can agree on is that you should not
open the Green Book. Why you don't you try opening the Green Book

After the scene with their father, he will reveal that there is a missing page from his book.
On your travels you should have found two ripped pieces of paper. If you made notes of
each you could put them together to figure out the last puzzle.

Hopefully you have already turn all 8 Marker Switches on Myst Island earlier in the
game. With them all "on" return the the docks and flip the first Marker Switch off. This
will reveal the Missing Page from the father's book. Return to the Library with the
Missing Page, re-input the pattern on the fireplace and open the Green Book. With the
father's invitation, tap the picture screen to warped to Dunny.

Once in Dunny, turn around to see Atrus writing at his desk. Tap on him to get his
attention and then give him the Missing Page. After his speech you can pick up the Myst
book and return to the island. However, when you arrive back in the Library you will be
presented with a new book. Open it and tap the picture to travel to yet another place.
Rime
You will be warped to a dark and snowy land. You appear on a lookout of of some kind.
Turn around and walk back towards the small hut. Go to the left of the hut. You may need
to simply step out onto the other lookout walkway. Turn around and look at the hut from
this angle. To the very back left on the outside of the hut is a small gas valve. Tap it to
turn in and then go into the hut.

Once inside, shut the door behind you. Hit the little red button on the small furnese and a
fire will start. You will see the Myst book on a table but don't bother with it. If the outside
door is shut the you will start to hear some cracking sounds. This is the other door, the
lighter colored door thawing out. Keep tapping the door and it will eventually open. Go
down the tunnel and into the elevator.

Inside the elevator, press the small white top button to the right of the doors. You will see
a small control panel with a green button. Flip the lever to see a electric display out on
the ocean. Turn to the left of the doors and flip the little red button. The elevator will
rotate to reveal a tiny bedroom. Read the book for more exposition. Turn to the right and
press the bottom small white elevator button.

The doors will open to reveal a different tunnel. Make your way up the stair and into the
strange room. On the left you will find a letter from Catherine with some crystal diagrams
on it. Match the crystals on the white discs in the center to Catherine's diagrams and you
will have completed Myst on the DS

You might also like