Just Adventure original
Myst: Masterpiece Edition Walkthrough by Dan Kennedy
Spinning Your Wheels
Back in the hallway connecting
the brothers’ rooms, click on the red button to activate a staircase
downstairs. Go down and approach the small set of controls here. With
the mouse, push the lever on the right upward, and watch the small
circle, located inside a larger circle, rotate around. Stop the rotation
when the two circles are aligned with the open ends both pointing
downward (the circles will also turn red when this happens. Go back
up the stairs, and hit the button. The staircase will disappear, allowing
you to access an elevator straight ahead.
Inside the elevator, click
on the centre button and see what happens – the elevator stops between
floors, halfway up the shaft. Now, hit the up button to go to the
top level. Once the door to the elevator opens, hit the centre button
again, and immediately leave the elevator. The elevator will close,
and lower to reveal the controls to rotate the fortress. Remember
the image – first push the left knob up to unlock the mechanism, and
then push the right knob up to rotate the fortress. Holding the right
knob up for a good two seconds should rotate the fortress a quarter-turn.
Once completed, hit the small button below the knobs – this will call
the elevator back up, and go back downstairs. Go out the front door,
and across the walkway to a small island where two of the four symbols
are located on a pedestal (copy these down).
Go back inside, and rotate
the fortress another quarter turn to access another small island the
same way, and the remaining two symbols. Make sure to peer into the
telescope in Sirrus’ room while the fortress has rotated half-a-turn
from its starting point – you will see more evidence of what the lads
were up to in this age. Once you’ve collected all of the symbols,
rotate the fortress back to its original position, and proceed across
the walkway to the symbol control panel. The symbols to be inputted
in order are a horseshoe, two thin triangles surrounding a thin rectangle,
two triangles below a small circle, and a half-circle. Do so, and
press the red button – a staircase will appear to the right. Go down
the stairs to the Myst linking book waiting below, and go home.
Back in the library, give
Sirrus the red page, and listen to him again – does he sound trustworthy
to you? After, go back up to the lookout, link back to the Mechanical
Age, collect the blue page from Achenar’s evil lab, and go beck to
Myst to give him the page. Both of these guys appear to be equally
untrustworthy.
Channelwood
Age
Clue Combination
The Channelwood Age is
accessed via the big Tree behind the wooden building. Revolve the
Tower so that the rotation line lies above the location of the Tree
on the island Map (the Tree symbol is a 6-sided shape in the bottom
left corner of the map – the line should turn red when it is in the
right position).
Open the Tower passageway
by clicking on the picture of the wood staircase. Proceed down the
passageway to the elevator, and go up to the tower level. Proceed
up the ladder immediately ahead of you for a view of the tall tree.
Go back down, around the tower, and up the opposite ladder. You will
see a plaque on the wall that reads: 7,2,4. Go back down the
ladder, back into the elevator, press the button to go back down to
the Library level, and back out the passageway to the library room.
Click on the doorway picture to open up the outside door again, and
go back outside.
Feed the Flame
From the library building,
go ahead seven steps directly towards the central fountain, turn to
your left, and move to the wooden building. Click on the doorway to
open it, and go inside. You will see a boiler in front of you, a red-coloured
wheel to its right, and a window showing the big tree to the left.
Turn around to face the door again, and notice the safe immediately
to its right. Click on the safe to get a closer view of the three-numbered
locking mechanism. Can you guess what the combination is? Yes, 724!
Hit the three buttons until 724 appears, and then click on and drag
downward the safe door handle. The safe should open to reveal a box
of matches (what a treasure!). Click on the box to open it, click
again to get a match, and wave the match over the starter strip (no
clicks necessary) on the matchbox to light the match.
Take the match over to
the boiler, and click on the small square box near the bottom left
corner of the equipment. A red dot should appear in the box. Now,
move to the red wheel valve, and press and hold the left mouse button
down when you find the clockwise cursor symbol on the right-hand side
of the valve – the wheel will turn, and a fire will be lit at the
base of the boiler. Keep the wheel turning clockwise until the pressure
in the boiler begins to build up (the needle gauge starts to move
to the right), and a nasty banging sound starts up. Let it bang about
a dozen times before going further.
Going Down?
The banging is the sound
of an elevator that is built into the giant tree. Building the pressure
up has caused the elevator car to raise up high above the ground.
Now turn the pressure off so that the elevator car will begin travelling
downward. Click and hold over the left part of the valve (the counter-clockwise
symbol will be present) until you notice the pressure dropping on
the boiler (the needle gauge starts to move to the left). At this
point, move back outside, turn to your left, and click to the right
of the wooden building to go to the big tree. You may notice the elevator
car dropping quickly – if you miss the opportunity to get in, just
repeat the steps with the red valve back inside the wooden building.
Go up right to the tree
and wait for the descending car – once it’s at ground level, hop in,
and enjoy the ride down underground. If you somehow end up in the
elevator going up into the treetops, use the button immediately to
the left of the doorway to quickly lower the car back to ground level
(just click on the button several times quickly).
The elevator takes you
down into a secret underground room that contains a book straight
ahead – your entrance to the Channelwood Age. Click on the book twice,
watch the Channelwood flyover, and click the picture to enter. However,
if you for whatever reason want to wait to travel to this Age, use
the red wheel valve to the left of the elevator car to send it back
upward (rotate the wheel clockwise, and then hop in – but remember
to jump out back at ground level!).
The Power of Fluid
You arrive in the Channelwood
Age standing on one of a number of wooden walkways spread out over
the water beneath the trees. Take a few moments to acquaint yourself
with the surroundings – some walkways are dead ends, others lead to
non-functioning pumps and elevators. Notice that there are pipes running
along the walkways, with valves located where the walkways fork. Make
your way towards the windmill located at the beginning of the walkways,
and climb the rocky hill towards the door. Once inside, you will see
that the wind power is being used to pump water from below up into
a large tank. At the base of the tank, you will see a small metal
valve – click on this vale to get the water running down into the
pipes.
Now we’ll use water power
to get some of this machinery working. Go back down the hill onto
the walkways to the first fork, and click on the valve to get a close-up.
We want the water flowing to the left here, so push the red handle
over to the right. Take the left walkway to the second fork – we want
the water flowing right here, so the red handle should be over to
the left. Take the right walkway to the third fork, and send the water
again to the right. Go right once more to the fourth fork, and again
send the water to the right. Proceed right again, and go to the elevator
straight ahead – you should hear the pump working if you have correctly
routed the water here. Click on the elevator to go in, click on the
door to shut it, and pull the red lever to the right of the door to
start your trip.
Lost in the Branches
Open the door onto the
"second floor" of the Channelwood Age. This is where the
monkey people must have lived, although the decay and destruction
here indicates that they’ve been gone for a while. Warning: its quite
easy to get lost on this level since most of the buildings look exactly
alike. If you really get stuck, go back to the Channelwood Age journal,
and copy down the map of this portion of the Age.
Go straight to the first
circular platform and go to the right as you pass through it. Go ahead
into a rectangular building (monkey house?), and turn to your right.
Go straight into the next building in front of you, and again turn
to your right. Go towards another circular platform straight ahead,
pass through it to the left, and go into the next one, which happens
to be a dead end. However, you should see a red handle mounted on
a post within this structure. Pull the handle, and watch a gate on
the far side of the paths open up.
Turn around and go back
to the previous circular platform, go right, and then back into the
building straight ahead. Turn to your right, and go towards the next
circular platform. Pass through to the right and go straight into
the next building. Keep going straight, and go directly into the next
building. Turn to your right, and approach the gate that has just
been opened for you (note that there is another elevator here to take
you up higher). Go through the open gate, down the circular stairway,
and click on the door to open it. You are back on "ground"
level.
To get that upper elevator
working, go back to the first walkway fork, and redirect the water
flow over towards the gate you just emerged from (flow to the right).
When you return to the stairs, you should hear the pump working now.
Go back up the stairs, and turn to your left to face the elevator;
open the door, go inside, close the door, and pull the handle to go
up.
In the Treetops
Step out onto the top level,
and go straight forward, then off to the right until you come to a
wood building. Click on the door to the left, and enter the room for
a surprise message from Achenar. Go over and check out his "table"
– try clicking on it – ouch, got your bum! Go out the door behind
the table, down the hall, and back out onto the wood path. Straight
ahead you will find Achenar’s room, which is quite stark in terms
of furnishings. Grab the blue page, and take a look at his
image recorder, being sure to press each of the buttons. Was he trying
to boss around the monkey people? Be sure to press the far right button,
and listen to Sirrus as he mocks his brother. His last statement about
the pages seems to suggest they may have been working together!
Backtrack along the path
past the first building, and go to the right when you get to the elevator
– you’ll soon come to Sirrus’ room – a big improvement as usual. Seems
like he’s been into the booze a bit though. The red page can
be found in a table drawer under the window that has a view of the
windmill. Be sure to check the two drawers along the base of the bed
– one contains a knife, while the other contains the other half of
the note that we found in the Stoneship Age. Be sure to copy
it down, and compare it with the other fragment to learn about the
Myst signal marker vault. Once you’ve looked around, go back to the
elevator, go down one level, the down the staircase to ground level.
Now its time to harness
the water power again. At the first walkway fork, send the water flowing
to the left. Go left to the next fork, and send the water to the left
again. Again go left to the next fork. Send the water to the right,
and go to the right. Keep going straight ahead until you get to a
pump sitting alone at the end of a walkway (the pump should be running,
confirming you’ve routed the water the right way). Pull the red handle
on the pump, and a set of steps will rise out of the water connecting
you to another section of the walkway.
Go straight until you approach
another elevator, but go right when you see a path branching off.
Go straight until you reach a dead end. Here the water pipe is not
connected over the gap. Click the gear handle located here, and the
pipe will telescope across the gap connecting the two pieces. Now
go back to re-route the water to this new elevator. From the first
fork way back near the windmill, set the water to go left. At the
second branch, send the water right. At the third branch, set the
water right again, and at the fourth branch send the water left. Proceed
back around to the new elevator (once more, the pump by the new elevator
will be working if you’ve routed the water correctly), go in, close
the door, and pull the handle to go up. Once the door opens again,
a Myst linking book is in plain view straight ahead.
Link back to Myst, and
add the blue page to the book. Listen as Achenar accuses his brother
of greed and murder. Apparently Sirrus murdered Atrus, who as he died,
imprisoned both his sons in the books. Achenar tells us to copy down
Pattern 158 from the codebook (far right book on the middle shelf
of the bookcase), and input it into a panel within the fireplace to
get the last blue page. He tells us not to touch the red page also
located there, or the green book that will trap us for all eternity.
Now go back to the Channelwood
Age to pick up Sirrus’ red page. Remember to raise and lower the tree
elevator on Myst by turning the red handle in the wooden building.
Once you’ve got the red page, link back to Myst again, and give Sirrus
his red page. We get a detailed description of how Achenar went mad,
and burned all of Atrus’ books. He implores us to give him the final
red page by inputting Pattern 158 from the codebook into the fireplace.
Red, Blue, or Neither?
First, let’s check out
the marker switch vault mentioned in the secret note. Since all of
the switches are on, go down to the dock, and switch off the marker
switch here. The front of the marker switch opens, revealing a piece
of paper. Grab it – since we cannot look at the page, it must belong
in another linking book – interesting! Go back to the library, pull
out the codebook, and copy down Pattern 158. Once completed, close
the book, and go inside the fireplace. Press the button to the left
of the opening, and a grey screen will appear. Reproduce Pattern 158
on the screen and press the button again – the entire fireplace rotates
around, and the screen lifts to uncover the green book and the final
red and blue pages.
Now, what to do? We’ve
seen enough evidence on our travels to indicate Sirrus’ greed and
ego, and Achenar’s madness. Since we’ve got a linking page in our
hands, why not try the green book? Open it up, and listen to Atrus,
who is trapped in another age (he calls it D’ni), tell the tail of
his sons’ greed and betrayal. He needs a single page to be able to
return to Myst. Since we’ve got the page, go ahead and link to the
D’ni Age.
Give Atrus the page when
he asks for it, and watch him link back to Myst. Wait a few moments
for him to return and thank you. He gives you the run of Myst and
the 4 ages, and tells you he may need your help in the future (can
you say sequel?). He’s too busy to talk much though.
That’s it – a pretty anti-climactic
ending.
Alternate Endings
Since there isn’t really
any way to die in Myst, there are only three alternative endings to
the story (besides getting completely stuck!): giving Sirrus the last
red page, giving Achenar the last blue page, or linking to D’ni without
the missing page for Atrus’ book. Use a previously saved game to go
back and try any or all of these endings. As you may have guessed,
adding the last red or blue page to the books sends you into that
book – the monologues that Sirrus and Achenar deliver as they rip
out the pages to trap you forever are quite amusing. Almost equally
funny was to hear Atrus dressing you down for showing up in D’ni without
the last linking book page.
View this guide raw, exactly as the archive holds it