Fantasy Myst Game Cheats

Walkthrough for Myst


by Cyan

Myst Island

After the introduction, you are leftstaring at the Myst book. Touch this book and it expands to fill your screen.Touch it
again and it will open to reveala small picture window on the right page with no writing. If you wait afew seconds, the
picture will spring to life witha flyby tour of Myst Island. Each Myst linking book will do this when opened.It is best to sit
back and watch the video, as itgives you a general 'lay of the land' that will assist you in finding yourway around a new
age. Each age consists of a giantpuzzle in the form of an island. To learn more about each of these ages,consult the
local library.

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The Family Tree

You will not encounter many peoplein Myst. Atrus is the progenitor of Myst and all its ages. He uses an arthe learned
from his father to link these agestogether. It is never really explained, but it seems that whatever Atruswrites in his
books becomes reality in the differentages. The one reference to this is in the Stoneship Age and the gift hegave to the
boys there. It will become obviouslater what went wrong with the ship Atrus created. Atrus has 2 sons, Sirrusand
Achenar, whom you will learn ofearly in your adventure in Myst, and a dear wife, Catherine, who is apparentlybeing held
hostage in another land.

Where to Start?

Myst Island is where you start thegame. First, anything you encounter in Myst that can be manipulatedshould be. In
other words, push all buttons, flipall switches, turn all dials, and so forth. One thing is almost certain:if it moves, it has
something to do with solving a puzzle.There are no one-way manipulations; everything can be returned to its original
state. Your first objective on MystIsland is to locate all the marker switches and turn them to the 'up' position.These
look like podiums with large powerswitches set into the surface. They must all be activated to get off theisland.

On Your Marker

You'll land on the dock after touchingthe page in the Myst book. To your left is the outline of a door set intothe wall by
the dock. If you want, open thisdoor and go in. This is the dimensional imager that you will soon learnof. If you care to
venture forth at this point, godown the stairs and at the base turn to your right and click on the pageon the wall. When it
is in full view, note the list ofthree items and their associated imager numbers.
Press the small blue button aboveand to the left of the page on the wall. This will slide open an accesspanel and allow
you to key in an imager code.

Mirror Mirror

Use the up and down arrows beloweach digit to set a code into the imager control panel. Now turn aroundand walk to
the imager. Set into its base isa yellow button which, when pressed, displays the image. When no code isset, you will
only see what looks like water.After you're familiar with the workings of the imager, it's time to leave.
Go back out to the dock and walktowards what looks like a large gear mechanism set on a hill at the topof some stairs.
At the base of the stairs you willencounter your first marker switch; go ahead and flip it. Climb the stairsand flip the
marker switch next to the largegear.

What A View!

Take a moment to catch your breathafter climbing all those stairs and look around. Hmm... there's a lot moreto explore.
Go down the stairs towards the rotunda.On your way, pick up the note on the grass. It's from Atrus to his wifeCatherine.
It tells of a message that's lefton the imager in the fore-chamber by the dock. Sound familiar? Onward and(back)
upward. The rotunda is used laterto decode a sequence of star constellations. For now, flip the marker switchto the left
of the door. Walk up the wood steps,past the library, right and out to the spaceship on the point.

What A Blast!

Cheats

There's an elevated walkway leadingout to the spaceship. Notice the brick tower to the left as you go outsupporting a
power line running to the spaceship(you may be back for that switch later if you trip the breaker.) Go outto the
spaceship and flip on the markerswitch. Go back to the library, follow the grassy path away from the librarytowards the
distant Clock Tower. On your way,you will find a large water-filled marble basin with a miniature sunkenship.
Maybe this location holds the keyto raising that ship? Flip on the marker switch just past the large marblebasin and to
the left of the path.

Power Plant

As you've probably noticed, the powerline from the spaceship has been running parallel to the path just beyondthose
strange pillars. In front of eachpillar is a raised metal marker with a bronze plate set into the face ofeach that vibrates
and glows red when touched. Eachplate has a symbol etched into it. Do not touch any of these plates justyet. Instead,
sketch each of the symbols etchedinto the plates.
Continue on down the path, pastthe marble basin, following the power line. Just off to the right is theentrance to the
underground power generation plantfor the island, which is where the power line ends.

Shocking

Go right and you will find the smallbrick building that houses the entrance to the underground power plant.For now, flip
on the marker switch to the leftof the door. Don't worry, you'll come back to this building in a bit. Noticethere's another
brick tower with a breaker switchoff behind the brick building. Go back to the path and head for the clocktower in the
distance. There's a control boxjust at the waters edge. On it there's a large and small dial as well asa red button. These
dials set the time on the clocktower.
There's a marker switch out by theClock Tower. Unfortunately, you can't swim.

Trees Through The Forest

Therefore, follow the shore aroundto the little log cabin. There's another marker switch to the right ofthe door. As usual,
flip it to the 'on' position. That'sa really large tree back behind the cabin. If you want, go take a lookat the big tree and
poke around the cabin. We'll bewaiting for you when you get back here. That's the last marker switch onMyst Island.
Remember Catherine's letter? 'Enterthe number of Marker Switches on this island into the imager to retrievethe
message.' We've seen 8 marker switches,and were only able to activate 7. Go back to the imager by the docks toget
that message.

Dear Catherine

Remember the hidden image sequencerpanel behind the fake piece of paper on the wall? Press the button andinput the
number 8. Turn, walk to the imager,and press the button. Atrus will appear and deliver his message. He tellsof his
library being destroyed and howhe suspects his sons. He tells Catherine that he's hidden the remainingundamaged
books in their 'places of protection.'He reminds Catherine that if she's forgotten the access keys, to rememberthe
tower rotation. Okay, then hop itup to the library and do some research. After all, wasn't that a towerthat loomed above
the library?

The Book is Better Than the Movie

Go into the library and directlyto the bookshelf on the back wall. When it is in full view you will beable to read each
individual book. Atrus was right;most of these books are completely destroyed, burned at the hands of anarsonist.
Which son could have done this?The Channelwood Journal is the first readable book; it's red and greenand is on the left
side of the top shelf. Take andread this book. Click on it once to bring it into full view, and againto open it. Clicking on a
page will turn it. This book tellsof a land of tree dwellers. Each book will chronicle that land and showyou some key
drawings of it.

Channeling

Channelwood looks like a land oftree houses. The next book that's still readable is the red and blue StoneshipAge
Journal on the right side of thetop shelf. This book tells the story of 3 boys and their adventures. Makenote of the
submersible lamp, the lighthouse,and the 8 constellations of this land. These constellations have matchingsymbols like
those etched into the bronze platesmounted on the markers in front of the pillars that ring the marble basinarea. Use
the empty journal provided withthe game to sketch all pertinent information. Remember, these books willgive you many
clues to each of the ages.

Apocalypse Now

The next readable book is blue andis located on the middle shelf. This journal tells of the Selenitic Ageand reads like
the Bible's Book of Revelations:replete with a land scorched by giant balls of fire from the sky, largecraters and
burned-out wastelands.
Make note of the drawing of thekeyboard and receiving dish. These items will 'play' an important rolelater during your
travels to this age.
It's a good idea to sketch the mapof each age; they will prove invaluable in your later travels. The nextbook makes little
sense. It's slightly singed, butstill readable.

The Book Of Patterns

At the far right side of the middleshelf is a book of many different block patterns. They all are based ona 8 x 6 grid.
Don't write these down. Instead,remember what the patterns look like, as you will need to reference thisbook later.
There's one more book that you canperuse. The brown book on the left side of the bottom shelf is the MechanicalAge
Journal. In it you will read ofan island fortress and an attacking fleet of ships. Make note of how thefortress works, the
fortress floor plan, and the stairs.Do not skip through these books. A little time spent reading here willsave you a lot of
time later in the game.

Son Tsu

On the left wall of the library,behold a red book on a display shelf with a red page sitting next to it.Open the book and
insert the red page in it to communicatewith Sirrus. Through the heavy static and interference you can see thathe is
unsure of who you are. He appearsto be well-mannered, though. As he struggles to see you, he pleads foryou to bring
more red pages. On the other wallyou will find the book that contains Achenar. He seems a bit, shall wesay, disturbed.
He, like his brother, demands thatyou bring more blue pages. We at last have a direction to proceed in thisquest. What
purpose do these pages serve?

Fantasy

Are We On The Map?

The map on the left wall of the libraryholds the key to your travels through the different ages of Myst. Examineit. When
you are close enough, all locationswhere you activated marker switches at are illuminated. Just behind thelibrary you
will see a blinking circular marker.Press on this marker and a line will appear. If you hold down on the marker,the line
will rotate. As it passes over keylandmarks, it will turn red. Release at the docks and you will hear creaksand groans as
the tower aligns with this location.
After that pretty impressive display,and now that the tower is rotated, what do you do?

Secret Tower Passage

There are 2 framed pictures by thebookcase. On the left wall is a picture of a set of stairs, on the righta set of book
shelves that look awfully familiar.Touch the picture of the stairs. The image will swirl and the shelf ofbooks will slide
away to reveal a passage. At theend of that wood paneled hallway sits an elevator. Once in the elevator,press the blue
button to be delivered to the tower.The indicator above the button will display 'Tower' when you arrive, justto make sure.
Exit the elevator and go straightto the ladder that has an open book plaque behind it, climb the ladderto the platform.

I Can See Clearly Now

Looking out the window, the landmarkhighlighted during the tower rotation will be visible (in this case, thedocks). Could
this point the way to the placeof protection for one of the remaining books?
Climb down and go to the other ladder.A key plaque is mounted on the wall behind it. Climbing to the top revealsyet
another plaque. This one gives 3dates and times: 10/11/1984 10:04am, 1/17/1207 5:46am, and 11/23/9791 6:57pm.The
rotunda holds a decoder that willtranslate these dates. In order to leave the library, return to the picturesand touch the
bookcase picture to close the passage.

It's A Date

Start with a quick trip to the rotundabuilding. Open the door and go in. Next to the door is a switch that willturn off the
lights. Click, the whole room thenlooks like a planetarium. Take a seat in the chair and pull down the controlpanel. Input
the dates from the key platformplaque. Each date will display a constellation that will match one of thedrawings in the
journal. The matching symbol iconsfrom this translation will be: Leaf, Snake, and Beetle. Go down to themarble basin
and find the columns with theseicons. Press the matching bronze plates for these symbols and they'll turngreen.

Raise The Titanic

Upon pressing the last plate, a loudrush of water will be heard--like something big is draining. Aha, the shipin the bird
bath raised. But that couldn't havemade all that noise. What about the bigger ship? Yes! The ship by the dockis also
raised. Board it and go below deckto find the first linking book on the blue chair. Open it and watch theflyby of the
Stoneship Age. Touch the pictureand you will be taken there. You'll find yourself standing at the aft ofa ship that
appears to have materialized ona large, stone island. A wood plank leads out to a sunken lighthouse tothe right and an
umbrella structure to the left.

Walk the Plank

There are several objectives on thisisland. First, restore power to the island structures. Walk out to theumbrella
structure where there are 3 largebuttons. Pressing the right button will pump out the lighthouse. Returnthere and find
the key chained to the walkway.Down the spiral stairs is a large locked trunk. A small valve is set inthe left side of the
trunk -- open it to drain the trunk,then close it and return to the pump switches. Press the right button andreturn to the
lighthouse. The trunk is floatingalongside the key that's bolted to the walkway. Unlock the trunk and removethe key
hidden inside.

Going Up

Climb the ladder to the right ofthe chest. Use the key and open the attic door. There's a hand generatorhere and a
battery pack. Crank the handle onthe generator several turns until the power gauge on the battery pack showssolid
white (i.e., you have a full charge).Go back to the pump station and press the middle button. This drains thetunnels in
the large rock structure. Sirrus'room is down the passage leading from the aft platform where you enteredthis age.
Look around this ornate area. There'slots to look at, but all you need to recover is the single red page inthe bottom
dresser drawer.

Return To Myst Island

There's a telescope at the pinnacleof the rock formation at the center of this island. Just to the left ofthe walkway to the
lighthouse, there is a stone passagewhich you should follow as it leads up to the telescope. Look through thetelescope
and pan around. Stop on the roofof the lighthouse with the blinking light. This will be at the 135 degreemark. Go back
down the passage to Sirrus' room.On the wall, 1 landing up from either brothers room, will be a large recessedplate.
Pressing it will reveal a secretpassage to the compass room. On the floor of this room is a large antiquecompass. Now
you're getting somewhere...

Due East

Circling this compass are a seriesof small buttons.
Press the 12th button from the northportion, but beware! If you press the wrong one, you will trip the lightsand have to
go back up to the lighthouse torecharge the battery pack. A light goes on if you press the right button.How strange, the
light is underwater and can be seenthrough the windows in this room. Time to go back up to the pump station.Press the
left button and the aft ship chamberwill drain. Go below deck and note that the light you just activated withthe compass
button is illuminating this room.At the bottom of the hold is a book room. Go to the table.

Can I Check Out This Book?

Touch the table top and the linkingbook will materialize. Remember, you can go into any of the chambers withoutthe
benefit of light. Both bedchambersappear to have independent energy sources and are lit up regardless ofbattery
charge. However, if the underwaterlight is not lit, the book will not appear on the table. With the Mystlinking book before
you, open it and touch the pictureto return to the library on Myst Island. Insert the red page in the redbook and listen to
Sirrus. He thanks you for the pageand tells you that his brother is guilty, and that he is wrongfully imprisoned,imploring
you to bring more pages.

Back For The Blue Page

The return trip is a breeze. Justgo down to the ship by the dock, below deck, use the linking book, andyou're back in
the Stoneship Age. Recharge thebattery pack and press the middle button at the pumping station to drainthe center
passages. Off the fore section ofthe ship is a passage leading down to Achenar's bed chamber. Achenar isnot at all like
his brother. From the looks of hisroom, you might say that he is a little on the twisted side. There's alamp that looks
strangely like a human rib cage.There, on the bed, is the blue page. Off to 1 side of the room is a largedresser with a
strange apparatus perched on top.

Only Half The Story

On top of the dresser is a holographicunit.
Turn it on and a rose appears, slidethe lever and it morphs into a human skull. The second from the bottomdrawer of
this dresser has a surprise. Thisis the left half of a torn page from a journal -- something to do withmarker switches and
a vault. This could be important,so make a note of its contents. With the blue page in hand, go to the pumpingstation
and press the left button. Returnto the book room and use the linking book to return to Myst Island. Inthe library, return
the blue page to the blue book andlisten to Achenar. He seems to be getting crazier, doesn't he?

Rubber Room

Achenar says that his brother cannotbe trusted, that he was falsely imprisoned and that he will seek retributionfor his
brother's acts. The image is clearerthis time, with less static. Maybe the more pages returned to the books,the better
the communications link. With theway Achenar is cracking up, though, how well do you want that link to be?Use the
map to rotate the tower again. Thistime, position the rotating pointer to the spaceship out on the point.Sure enough,
looking out from the tower showsthe spaceship in view. The key plaque displays a single message, '59 volts.'Keep that
number 'current.'

Snacks Are Available In The Lobby

A trip to the power plant seems tobe in order. The trip down the hill from the library is quick enough. Goin the brick
building and down to the door atthe bottom, then press the blue button and go in the door. There's a controlpanel with
10 switches in 2 columns. Thereare also 2 dials: the left is for island power, the right for power tothe spaceship. Each
switch powers up a generator. Thetrick is to flip the right combination of switches to total 59 volts oneach dial. To do
this press button 1 and 3 on theleft column and buttons 3 and 4 on the right -- carefully! The number 59should now be
displayed on each dial.

What A Trip

If you press the wrong combinationof switches you will trip 1 of the 2 tower breakers. If this occurs, shutdown all
generators, go out, find the trippedbreaker, and then start again. Once you hit the 59s, enter the space shipand you will
see a keyboard at one end and aset of 5 slider switches and a lever at the other end. Using the diagramfrom the
Selenitic Age Journal of the keyboard,press the 1 key from the diagram and then adjust the first slider so thatthe note
generated matches the note playedon the keyboard. Repeat for each of the 5 notes. When you think you havethe right
settings, pull the handle.

Music To The Ears

If the settings were correct, thelinking book should now be displayed in the view screen. Touch the screenand watch a
flyby of the Selenitic Age (whichis pretty desolate). Like the first puzzle, 5 sounds must be identifiedand set into an
access panel before you can returnto Myst Island. Like the marker switches on Myst Island, there are sound
transmitters scattered about at5 locations that must be activated. Locate each and press the button. Makea note of
each icon at each transmitter'ssite. Also note the sound that emanates from each location. WARNING: Thisis possibly
the most difficult of all the puzzlesof Myst.

An Oasis

Cross the elevated walkway and followthe path through the pass to the left of the mountain. Set into the baseof the
mountain is a small brick structurewith a coded access panel. The first small trail that branches left offthe main trail
leads around the left side of alarge crater. Follow it to the oasis. It is here that you will find theblue page on a wood
bench, to the left of the transmitterswitch. Take it. The icon at this transmitter location is of 2 drops ofwater. Press the
red button and listen to the soundof the water, you will need to remember this sound later.

Water To Fire

Go back to the large brick staircasejust past the Oasis trail head. This leads to the chasm Atrus spoke ofin his journal
of this age. Activate this transmitterswitch and make a note of the sound of the furnace below. The icon at thislocation
is a chasm with steam rising. Goback down the stairs and continue down the path away from oasis and chasm.You will
quickly come to the remnants ofa once mighty clock tower. Activate the transmitter switch. Listen andnote the sound of
the clock. The icon here is of 2clock hands. Continue down to the fork in the path, go right and up thehill towards the
crystal forest.

Crystal Forest

In the crystal forest, you will findanother transmitter switch. There's a unique sound produced here as thewind whistles
through the crystal formations.The icon here is of a shard of crystal. There's a red page sitting atopthe transmitter
pedestal, so pick it up. (Wheredid the blue page go?) Return to the path and walk out to the jetty toa subsurface tunnel.
The loud rush of wind exiting thetunnel is almost deafening. Activate the transmitter switch. The icon isa hole with air
swirling out. Next, climb down theladder into the underground tunnel. Turn on the light switch at the ladder'sbase.

The Light at the End of the Tunnel

Climb the ladder at the other endof the tunnel, then climb the brick stairs to a large set of metal doors.Open the doors
to expose a control panel, completewith video monitor, 2 directional arrows, a receiver coordinates display,5 icon
buttons that match the transmittericons, and a sum button. The trick here is to rotate the receiver to lockin on each
individual transmitter. When youget close, a directional arrow will flash in the direction of the signal.You will hear a clear
sound played over the speaker whenthe right direction is locked in. IMPORTANT: Record the directioncoordinates for
each icon.

The Coordinates

The various coordinates are: Oasis-153.4,Chasm-130.3, Clock Tower-55.6, Crystal Forest-15.0, and the Underground
Tunnel-212.2. Once all coordinatesare set, press the sum button and the sounds will be played back in a specific
sequence: Crystal Forest, Oasis,Underground Tunnel, Chasm, and Clock Tower. Return to the access panelback at the
start of this age. By moving thesliders, different sounds will play. Set the sliders so the sounds playin the same
sequence as above. When all thesliders are set, press the red button to open the doors. Go down the stairsto the rail
car. Press the blue button and goin and take a seat.

Which Way Do I Go?

Press 'FORWARD' to start your tripin the rail car.
Once lowered to the track, use thedirectional arrows to set a compass direction, forward to move forward,and backtrack
to reverse your last movement. Thecorrect sequence of directions is:
N, W, N, E, E, S,S,W,SW,W,NW,NE,N,SE,andexit.
At the end of the ride, exit andfollow the passage.
There you will find the Myst linkingbook, so use it to return to Myst Island. Back in the library, place thered page in the
red book. Sirrus is easier to seeand hear now with another page inserted. He begs that you bring more pagesand warns
you not to release his brother.

The Blue Page

The return trip is easy this time.The code is still set in the spaceship, so simply use the already displayedlinking book
to travel to the Selenitic Age.Return to the oasis and retrieve the blue page. When you go back to themaze entrance,
the sliders are still set. Pressthe button and go down to the rail car which has magically returned tothe start of the
maze. Run the exact same directionsthrough the maze. Use the Myst linking book to return to the library andinsert the
blue page into the blue book. Achenarnow claims that Sirrus murdered their father and commands you to bringmore
pages. The plot thickens...

Have you come to any conclusions?Which brother is sane and which is really guilty? How did they get intotheir
separate books anyway? Why are theirpages scattered throughout the lands of Myst? So many questions and sofew
answers. Maybe you will find somemore answers in the remaining ages of Myst. If not, how will you decidewhich
brother to release? Your decisionwill ultimately lead to either your escape or permanent residency.

Trained Mechanics

You've probably already guessed whichlandmark holds the linking book to the Mechanical Age; it's the large setof gears
on the hill above the docks. Usingthe map in the library, rotate the tower to align with this spot. A tripto the tower will
show proper alignment and disclosethe key 2:40 2,2,1. That first part is a time, and where is time used onMyst Island?
The controls on the shore by theClock Tower, of course. After arriving at the control box, turn the dialsfor hours and
minutes to set the clock to 2:40.Press the red button and a hidden walkway of gears will rise from the water.

What Was The Combination?

Inside the tower is a strange device.It consists of 3 numbered dials in a vertical stack, and at the base are2 levers on
either side: one on the wall tothe right, and a counter weight on a chain to the left. Pull and releasethe lever on the left
and the bottom 2 dials will rotate1 digit. Pull and hold this lever and the bottom number dial rotates 1position while the
middle dial continues to rotateuntil released. Pull and release the right lever and the top 2 dials rotate1 position. Pull
and hold the right lever and thetop number rotates 1 position and the middle dial continues to rotate untilreleased.
Simple, right?

Get It In Gear

You are limited on the number oftimes you can pull the levers because, as you rotate dials, the counterweightdrops. If it
hits the ground you have to pullthe lever on the wall to reset the dials and raise the counterweight. Thequickest solution
to this puzzle is: Pull and releaseright lever twice. Hold the left lever down until the 2 comes around onthe middle dial,
then release the lever. There willbe a cranking sound as a mini-gear set in the base of the device rotatesopen. It looks a
lot like the larger gear on thehill by the docks. Time to get up there and check if it has opened likethis miniature model
has.

Fortress Island

Sure enough, the gear is open andthe linking book is just inside. Use it to get to the Mechanical Age, aplace full of
gears. Upon arrival, to your leftis a gear set on a pedestal with a control panel. There are 4 icons thatcan be changed by
pressing the green buttons. There'salso a large red button under the row of icon buttons. Across a steel footbridge sits
a small fortress set on yet moregears. The track that encircles the fortress, and the long trap door guardedby railings,
look just like a few of the drawingsin Atrus journal of this age. Cross the foot bridge to the fortress andgo right once
inside.

Around And Around We Go

Achenar's room is even weirder thanthose found in the other ages. There are all sorts of weapons laying about
surrounded by strange wall decorations.There's a fortress rotation simulator here. By manipulating the levers,you will
see a graphic of the fortress rotatethrough the 4 compass directions. When you find the real rotation device,you will not
have the benefit of a graphic display.Practice enough to be able to do this with your eyes closed. Listen carefullyto the
directional sounds. There's a recessedpanel to the right of the simulator marked by a yellow stripe, press onthis panel
and enter the secret chamber.

Torture Chamber

The Blue page is beneath a shelfwith poison bottles. Find the other exit from the bed chamber, follow itto the end, and
you will be at the back entranceof Sirrus' room. Midway between these is a red button and another hallway.There
appears to be a column at the endof the hallway. Pressing the red button opens a door in the floor.
In the lower level there's a smalltable with a display of 2 semicircles, with 1 set inside the other, anda lever. Pull the
lever and rotate the circles liningup the openings, then return upstairs. Push the red button again to closethe stairs and
go down the hall to the elevator.

Going Up

The elevator has an up and down arrowwith a square button set in the middle that serves as a timer. Go to thetop floor
and press the timer. Exit the elevatorand, when the timer expires, the elevator will close and lower out of sightrevealing
the rotation device. Use the deviceto rotate and visit the islands north and east of this one. On each, youwill find half of
the 4 icon sequence needed to openthe stairway at the start of this age. Return the tower to it's originallocation (south)
and use this 4-icon code sequenceto open the stairway. Finally, go down to the room and use the linkingbook to return
to Myst Island.

Mental Case

Back at Myst Island, insert the bluepage in the blue book. Achenar gets a little further down the road to thebig
rubber-walled room on each returntrip. He of course wants 'more blue pages,' so what else is new? He tellsof Sirrus
being the guilty party. He explainshow Sirrus has a greed that cannot be quenched. Most of the conversationis the
same old paranoid babble that onlyAchenar seems capable of vocalizing. Get back to the gear on the hill andthe
Mechanical Age linking book. Onceback at the island, again cross the catwalk to the fortress, go left insidethe door.
This will take you to Sirrus' room.

Sirrus' Stuff

Sirrus' room is filled with miniaturemodels of all the devices on Myst Island. Each can be closely examined.Since the
fortress is symmetrical, it onlymakes sense that there would also be a hidden room here. Below and to theright of
Sirrus' 'throne,' behind the tapestry,is where the panel is located. Here is where his greed manifests itselfin the gold
bars and coins that litter the room.Laying in a chest of gold bars, in the back corner of the room, is a redpage. There's a
threatening note rolled up withthe wine bottles from Achenar. Return to Myst Island with the fourth redpage and insert it
into the red book.

The Fourth Red Page

Sirrus actually seems a little calmer.With each page he says he can see more clearly and that soon he will befree of
his prison. He sure is appreciativeof the red pages and promises great wealth if the last one is retrieved.As is always
the case with these 2 brothers,he minces no words where his brother's concerned. He claims that Achenaris demented
and took advantage of their father.He warns that, if released, Achenar will destroy both of you. He is anxiousfor the last
page to be returned from the lastunexplored age. The only other landmark that will activate the tower isthe large tree.

Channelwood Age

Use the map in the library to rotatethe tower to the large tree behind the small cabin just up from the ClockTower. A
quick check through the window inthe tower confirms the tower position, and the key plaque only displayedthe numbers
7,2,4. What the heck could thosenumbers mean? Just inside of the door and to the left in the small logcabin by the
large tree is a wall safe. Settingthe three tumblers to 7,2,4 and pulling the handle opens the safe. There'sa box of
matches in the safe. Is anythingon this island normal? Before leaving the wall safe, strike the match onthe box to ignite
it. Things will heat up soon.

Fire It Up

Turn around and go to the furnace.Start by cranking the large wheel to the right to get the gas going, thentouch the
match to the pilot set in the lowerleft of the furnace base. Keep cranking the gas up until the temperaturereadout gauge
is maxxed out. The loud thunderingsound is the tree moving up out of the base. Cut the gas and run out tothe tree and
you will be able to jump into acompartment set in the tree for a ride down. At the bottom, there's a roomwith the
Channelwood Age linking book sittingon a tree stump. Use this book to get to the Channelwood Age. Just as thejournal
had stated, this place is filledwith trees.

Myst Family Robinson

There are 3 levels to the ChannelwoodAge; the water level walkways, the mid-level huts, and the upper levelbed
chambers of Achenar and Sirrus.The lower level is a very simple tree structure branching out from thewindmill. The
mid-level huts are mapped in theChannelwood Age Journal, and the upper level consists of a winding walkwaythat
connects the 2 brothers' bed chambers.Also on this level is Achenar's imaging chamber. All mechanisms in thisage are
powered by a series of water pipesthat emanate from the windmill. The windmill is to your left at the startof this age, so
you'd best make your way there.

Open The Valve

Inside the windmill there's a watervalve at the base of a large tank. Open the valve and you will hear thewater run into
the pipes. All through this level,you will know if the pipes at your feet are filled with running water bythe sound -- no
sound, no water. Also, at each forkof the walkway there's a 2-way valve. Move the red valve bar parallel tothe pipe you
want the water to go down. The spiralstaircase seems like the logical way up, but the door is locked with nokey. From
the windmill, route the water left,then right 3 times. This will bring you to an elevator. Use the red leverin the elevator to
go up.

Open Sesame

On the drawing of the middle levelin the Channelwood Age Journal there's a line connecting a hut to the spiralstaircase.
Go straight from the elevator, thenright 3 times, then out to the hut with the switch for the spiral staircasedoor on the
middle level. Pull the red handleto open the door. From this 'switch hut,' go straight through the firsthut, right 2 times,
through the square hut, elbow throughthe next square hut, and straight to the staircase. Go down the staircaseand
open the door on the first level.Go back to the first fork from the windmill and redirect the water rightto the spiral
staircase.

Top Of The World

Go up the spiral staircase and usethe elevator to the left at the top of the stairs (which now has power).This will take
you to the top level and the 2 bedchambers. Leave the elevator and head for the first hut that's visible.This is another of
Achenar's play rooms (Achenar isa sick puppy). There's an imager that will activate when you enter theroom, although it
has no real purpose. Continuingon past this hut will bring you to Achenar's bed chambers and the mastercontrol for the
imager. Flip through the 4 messagesand see the nice message from Sirrus. The fifth blue page is at the baseof the
imaging controller.

Linking Paths

At the other end of the winding walkwayis Sirrus' bed chamber (we'll come back for the red page later). Go backdown
the elevator and staircase to thefirst level. Return to the first valve after the windmill and set the valves:left twice, then
right to a dead end with a lever.Pull the red handle and a hidden walkway will float up. Follow the walkwayin a half-circle
past the elevator, and around toanother dead end. Turn the crank here to extend a hidden pipe and connectit to the
other side. Go back to the firstvalve again and set the valves: left, right twice and then left. Go backto the elevator
across the floating bridge.

Return Trip

Go up the elevator to the Myst linkingbook. Use it to return to the library. Insert the blue page and wait forpsycho boy to
be freed. Achenar will speak ofyet another page and a trap. He warns of a green book that is a trap. Toget to his final
page, pattern number 158 from theodd book of patterns in the library must be entered in the fireplace locatedhere in the
library. Before getting this lastpage, go back and get the blue page left behind. Retrace the path and actionsthrough the
log cabin, the large tree, and allthe valve settings to get back up to the top level of Channelwood.

Sirrus' Room

Exiting the elevator, swing leftand go to the hut at the opposite end from Achenar's. As always, the roomis the model of
perfection. The sought-after pagecan be found in the desk drawer under the window with a view of the windmill.In the
right drawer under the bed is theother half of the page found earlier giving instructions for access tothe hidden vault on
Myst Island. Seems there are now2 things to do back on Myst Island. By now, the way back is easy. Resetthe valves
yet again to power the linking bookelevator and return to Myst Island, insert the red page in the libraryfor the 'other
story.'

Sirrus-ly Now

Sirrus now owes a debt of gratitudefor returning the fifth page. He still claims that he is the innocent partyand that his
brother should not be released forboth of your safety. The secret code on page 158 is given along with anotherdire
warning about not touching the greenbook. Follow the directions on the reassembled journal page. Go to thedock and
turn the marker switch off (allthe others should still be 'on,' not 'off' as written on the page -- thisis important). There, in
a secret compartment in the baseof the marker switch, sits a white page. But there are no white books.Mu-hu-ha-ha-ha!
The plot thickens!

Stoke Up A Fire

Go back to the library and get thecode book (middle shelf, far right). Carefully turn to page 158. Sketchthis pattern and
go over to the fireplace on theright wall, by the blue book. Crawl in and hit the red button to the leftof the opening.
Pressing on the metal plate thatdrops down will raise squares on the metal, duplicate the pattern foundon page 158.
Push the red button again and thefireplace rotates around to a small chamber. Here sits the last 2 pagesand a green
book. Let's see, both brothers aremore than a little whacked. If they both warned you not to touch the greenbook, what
should you do?

The $64,000 Question

If you really are a glutton for punishment,go back and insert the blue and red pages into the brothers' books. Youwill
quickly know what it feels liketo be imprisoned in a book and watch anxiously as each brother removesyour pages while
having the last laugh. If you, instead,open the green book, you will get to meet Atrus in person and hear thetrue story.
You'll know what to do with thewhite page after Atrus is done talking. If you hurried through Myst usingthis walkthrough,
or you just want to go do some sight-seeingin some of the best graphics available on a PC, use the book Atrus gives
you to go back to Myst.

An Open Book

All the ages of Myst are open nowfor you to explore. Atrus did say that he would summon you when he neededyour
assistance to rescue his wife (canyou say 'sequel?'). Go back to the library and at least take a look atthe brothers'
final fate (which shows that youdon't want to get on Atrus' bad side). This concludes the Myst walkthrough,but there are
many things to see in this gamethat were not touched upon here. While they do not play a key role in solvingthe game,
many of the items are very detailedand you may spend considerably more time just exploring Myst. Enjoy!

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Use the above links or scroll down see all to the PC cheats we have available for Myst.

Skip To The Endgame

Turn all of the marker switches up. Go to the dock and turn the lever down and asheet will appear (if you don't know how to go to the clock tower then turn thebig handle 8 times and the small handle 2 times). Go to the fireplace and accessdiagram 158 and the fireplace will turn so you are facing a book. Enter the bookand gave the page to the person you'll meet. The end.

Fantasy Myst Game Cheats Ps2

Get To Selenic Age

First, go to the brick shed and go down the stairs. Press each button once thenturn it off to find out the number of volts each one contains. Get a combinationof volts to 59. Now go behind the house and climb the ladder. Pull the switchdown. Go to the ladder left of the Spaceship. Go up and pull the switch down. Goinside the library and flip to the second last page of the Selenic Age book. Copydown the notes on a piece of paper. Now go inside the spaceship. Play each of thenotes in the right order. Look at the control panel. Match the sounds in theright order you play them. Now pull the switch. Click on the book, you are now inthe Selenic Age.

Get To Mechanical Age

To get to the mechanical age go to the big clock.Turn the time all the way to2:40.Then,there will be a path.Walk it.Go inside the clock tower and put in thething you should see 221.Then,go to the wheel all the way on the other end of theisland and go around it.You will see a door if you did the code right.

The Purpose Of The Game

You will find the purpose of the game revealed toyou in 2 places: The two books, the red one andthe blue one that entrap Dirrus and Achenar. Thesecond place are the contents of 4 books on theshelf in library.

Finish In 30 Minutes!

First, go to all the switches and switch them up.Then, go to the clock tower and set it to 2:40.Flip down the Dock switch. In the library, lookthrough the books for a code (I can't tell youeverything!) and when you find it, enter it inthe fireplace. Good luck.

How To Get To The Rock World

In order to get to this Rock World place you haveto press the snake, the bug and the leaf buttonsthat are directly in front of the library. thenthe pool in the center will bubble and theminiature sunken ship will rise to the surface.If you go to the dock you will find that thesunken ship there has risen also. Go inside theship and down the steps to the lower cabin.There will be a book there. Open the book and youwill be transported to the Rock world.

We have no cheats or codes for Myst yet. If you have any unlockables please submit them.

We have no unlockables for Myst yet. If you have any unlockables please submit them.

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We have no glitches for Myst yet. If you have any unlockables please submit them.

Created by: Phil Gross and Noj Beskin.Read the full guide...

Fantasy Myst Game Cheats Age Of Empires 2

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