Here's an ammended version of the walkthrough. Originally posted by EConty (conty@cbnewsl.cb.att.com), who said he will ignore anycomments. I, on the other hand, will welcome comments, and will try tokeep the walkthrough up to date (at least for a while). I guess if youare stuck, as opposed to reading this and spoiling your fun, you canwrite me and I'll try to give you hints. Maybe.
--philbo
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This is a bare-bones description of how to complete Myst. But youshould use it only as a last resort. The true goal of the game is toexplore everything, and find all sorts of interesting details aboutAchenar, Sirrus, and the world(s) you're in. The game can besuccessfully completed without ever leaving the main island, butthat's no fun, is it?
ALL puzzles can be solved by exploring, trying things out, and usingplain common sense. If you find yourself trying a gazillioncombinations to solve a puzzle, you're doing something wrong.
MAIN ISLAND
Pick up the note in front of the planetarium. As you explore theisland, you'll find that there are 8 marker switches in total: Pier -Giant gears - Planetarium - Spaceship - Mall with small pool andpillars - Brick building - Wooden shack - Clock tower Turn each markerswitch on (up) as you get to it. (Worry about the clock tower markerlater.)
In the pier, there is an entrance to an underground room. Go to theprojector, and turn it off by pressing the big button at the bottom.Turn around. You'll notice a piece of paper on the wall to the left.Press the green button on the upper left corner, which will reveal ahidden control panel. Enter the number of switches '08', and press thebutton to close the panel. Turn back to the projector, push thebutton, and watch the man's message to Catherine.
In the library, each wall contains interesting items. Give the blueand red pages to the corresponding books. Each brother wants morepages. Read the 4 legible books in the book-case. You can ignore thebook with the wierd squares in it, you'll deal with it later. Jotdown any interesting diagrams from the others on your notebook.
Look at the map next to the entrance. Each of the marker switches inthe island lights one specific group of buildings in the map. Grab thetower and rotate it until it flashes red, then stop. There are 4 'red'positions, each one of them corresponding to where one of the 4available link books is hidden (ship, giant tree, gears, spaceship).The paintings next to the book-case open and close the secretpassageway behind it. Go to the elevator, close the door, and pressthe button to go into the tower. If you rotated the tower correctly,the ladder with the 'book' on it should show you where the book ishidden, while the ladder with the 'key' should lead you to the clue tothe puzzle that lets you get the book.
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Ship: Go to the planetarium, turn the lights off (the switch is nextto the door), sit down on the chair, and click on the control panel.Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17,1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellationshown to one of the constellations in the Stoneship book. Go to thepillars at the mall, and click on the appropiate symbols (leaf, snake,and bug). The book is in the now resurfaced ship.
Tree: Go to the wooden house, and enter the combination for the safenext to the door (7,2,4). Open the safe, get the match, and light itwith the matchbox. Turn around and light the pilot light below theboiler. Turn the gas wheel all the way up (green icon). Wait until thethumping sound stops, then turn the wheel all the way down (red icon),and QUICKLY get out of the house and into the tree to the right of it(see library map for location) before the 'elevator' in the tree goesunderground. If you can't do it that quickly, don't turn the gas quiteall the way off. The book is down beneath the tree. If you went up inthe elevator, press the white button to your left. That releases thesteam and drops the tree down to the underground level.
Gears: Go to the clockhouse, enter 2:40 into the clock using thewheels, then press the button. Go into the clock, and use the leversto set the wheels to 2,2,1. HOLD either front lever down to rotate themiddle wheel only. Click on the vertical lever to your right to resetthe puzzle. The book is in the giant gears close to the pier.
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Spaceship: Go to the brick building, set the generators to sendexactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. Thenumbering order is on the wall as you leave the control room. In orderto figure out which button has which voltage, just hit them one at atime). If you go over 59 volts, you will blow a fuse. There are twoelectric towers to climb, one next to the brick building, one clearlyvisible close to the spaceship, click down the breaker switches. Thenenter the spaceship. Play the notes from the Selenitic Age book in theorgan, and set the same notes in the controls of the ship. If you'retone deaf, just count number of notes from the bottom. (8, 20, 23, 13,and 6, respectively, including the bottom as one). Press the buttonand the book will appear before you.
STONESHIP AGE
Go to the other half of the ship, up the stairs andlook through the telescope. Find where the lighthouse is. (135degrees)
Go to the umbrella and push the rightmost button to drain thelighthouse. Go to the basement and drain the chest by opening andclosing the valve at the bottom. Go back to the umbrella and let thelighthouse fill up again. Unlock the now floating chest, get the key,and open the lighthouse. Crank up the generator and power the battery.Note that the battery is slightly discharging, so move quickly! (Ifthe lights go out, go to the generator and crank it up some more.)
Go to the umbrella, press the middle button to drain the rock and goinside. Go all the way down the tunnel, find the page for either ofthe brothers, and explore a bit. You should find half of an importantnote in the map drawer in Achenar's room (that's the messy room). Theentire note is given below.
Go back to the red-lined 'panel' in one of the walls. Inside, you'llfind a compass rose, just like in the Stoneship book. Push the 'SE'button (the clue is 135 degrees, found with the telescope). This willturn on the submersible's lights.
Drain the ship with the leftmost button and go in. Click on the deskin the lower level, and the book leading back to Myst will pop up.
SELENITIC AGE
Find the 5 microphones (Water, Fire(thunder), Clock,Crystal (flute), Wind), and turn each on. You'll also find the red andblue pages at the 'Crystal' and 'Water' microphones, respectively.
Go to the microwave tower through the Wind tunnel, and aim each of thefive dishes in the right direction (use sounds, icons, and places as aguide. The coordinate numbers are: Water:153.4, Fire: 130.3, Clock:55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. Thiswill give you the sound sequence to open the door near the spaceship.(Crystal, Water, Wind, Fire, Clock) Go on in, get in the undergroundcraft and press forward. At each station, listen for a sound whichwill indicate direction. If you miss it, press the button on thespeaker. The sounds are 'plink' for north, 'Bloooop' for W, 'Plonk'for S, and 'Shhhh' for E (these sound names are approximations, sogive us a break) Combinations of these sounds indicate NE, SW, etc.The sequence of directions to get to the Myst book is:N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book.
MECHANICAL AGE
The pages for the brothers are in secret rooms accesible from theirchambers. Explore next to the 'throne' in each room.
Go to the 'tube', and press the button in the hallway. The floor willreveal a lower room. Go down there, and rotate the tube until the redicon shows. Careful not to let the tube rotate past the red icon!
Go back out, and you'll see that the tube held an elevator. Press thewall button again to close the floor, and enter the elevator. Pressthe up button, then press the 'middle' button and exit the lift beforeit goes down. The building rotation controls are above the elevator.
Enter the rotation controls and rotate the tower to the other twoislands. They have the symbols for the control next to where youentered the Age. (symbols below) Use the simulator in Achenar's roomto practice how to rotate the tower. The method we used was: Put theleft lever up one notch. Hold the right lever all the way up for about7 seconds. Let go of the right lever, then quickly put the left leverback down. Practice on the simulator until you get the timing right,because you won't be able to see the orientation of the tower, justsome motion in the gears. Once the tower stops, it'll make a sound foreach of the four compass directions, the same sounds as for theselenetic age, above.
The control panel next to where you entered opens the room where theMyst link book is. The symbols are: 1) an O with the bottom cut out.2) point down triangle, rectangle, point up triangle. 3) circle overthree triangles 4) left half circle, filled in. (These are easier tospot than it sounds.)
WARNING: A bug in the game as released won't let you go to the islandwith the last two codes. Get the fix from Sumex-aim.stanford.edu.
CHANNELWOOD AGE
Go to the windmill and turn the water on with the faucet on the floor.The pulldown lever is a red herring. Go back down and use the'switches' in the pipeline to control the water flow to the firstelevator. (Not the one next to the staircase!) Climb in, close thedoor, and use the lever to go up.
Up there, find the control to open/close the staircase. Go to thestaircase, climb down, open the door, and use the pipeline switches tosend water to the generator next to it. Climb back up the stairs, anduse the elevator there.
Find the rooms for both brothers (and Achenar's 'temple'), their pagesare there. In Sirrus' room (the nice room), find the other half ofthat note you found in the Stoneship Age.
Use the switches to turn on the lonely-looking generator close towhere you entered the world. Turn it on, and watch the catwalk appearfrom the waters. Walk to the other side, down the other walkway, andfind the crank to extend the pipeline back to the main line. Use theswitches to turn on the elevator there, and climb up to find the Mystbook.
(If you're having some trouble figuring out where the water is goingin the pipelines, listen as you walk past them. If you can't hear thenoise of water, this section of the pipeline has no water. Also, youcould just trace the water from the windmill, checking every Yjunction as you pass.)
ENDGAME / DUNNY AGE
When you return four pages to either brother, he'll give you the sameinfo: go to the library, pick the right-end book in the center shelf,and look up diagram 158. Go to the chimney, press the button, enterthe diagram below on the plate, press the button again. You'll see thegreen book (the Dunny Age), the blue page, and the red page. Diagram 158 (click where there are Xes):
There are 4 endings:
- give the last blue page (Achenar traps you)
- give the last red page (Sirrus traps you)
- go to Dunny without the white page (your own stupidity traps you)
- go to Dunny with the white page (Dad goes back, destroys bothbooks, congratulates you, and asks you to stick around for furtheradventures)
The white page is in the vault. To get to the vault, follow thedirections in the two halves of the note ('|' is the note break, thefirst half is in Stoneship, the second half is in Channelwood)
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Good luck, and Happy Mysting