You begin on the dock. As you walk to the stairs, note the marker
switch. Flip it and all other marker switches on the island. There are eight
in total, but you cannot reach the marker by the clock tower just yet. The
remaining seven are accessible. Their locations are: the Dock, Gear, Planetarium,
Spaceship, Sunken Ship Model, Log Cabin, Brick Building. Read Atrus's letter
to his wife that is conveniently lying on the grass. Go back to the dock.
You will see a door panel set into the hillside. Press it. Go inside.
Here is the Dimensional Imager Room. Walk to the imager and remove the water
by pressing the yellow button at the bottom. Turn around and face the entrance
to the room. On the wall to the left you'll see a piece of paper with three
imager settings. Click on the paper's button. It will open to reveal the imager
controls.

Enter the number of marker switches--eight--and press the button to close the
panel. Go back to the pool and press the yellow button. The man now before you
is our protagonist, Atrus. Listen well. If you feel you've missed something
and would like to hear the message again, simply press the button. Go into the
library. Investigate. Here is the hub of the game's activity. You can listen
to each brother's plea by clicking on the red and blue books. Their speeches
will become easier to see and hear with every page you find. Note: you can only
return one page from an Age. Choose your brother wisely.

Go to the bookcase. Read the books and take notes of their content, being especially
attentive to the maps. This can be tedious, but it is necessary. Try to enjoy
the reads. There is one book that is filled only with squares. Don't be too
concerned with it now. Just note its location for future reference. Now go to
the map framed on the wall. When you step to it, it will light up. If it did
not light up, then key areas of Myst have not been "marked". Go outside
and flip the marker switches.

Put your hand on the tower. Click and hold. The white line will rotate and
turn red at specific locations. Stop when the line is red. This will be at the
Gear, the Sunken Ship, the Giant Tree and the Spaceship. Put your hand on the
tower. Click and hold. The white line will rotate and turn red at specific locations.
Stop when the line is red. This will be at the Gear, the Sunken Ship, the Giant
Tree and the Spaceship. These locations correspond to where the linking books
are hidden. You will soon have access to clues that will help you get to the
books. Which clues you attain first are entirely up to you.
MECHANICAL AGE
Proceed to the fortress, taking note of the four symbol panels on the way.
When you enter the fortress, go to the right. This is Achenar's room and houses
the Fortress Rotation Simulator.

This Simulator represents the rotation of this building and is your learning
tool. Play with it to perfect your timing. To operate it, push the left
handle up to unlock the gears, then the right to rotate. Pull the right
down again once you reach your desired position, and the left to lock it
once more. Each direction has a corresponding sound. I've called them by
what they sound like to me. Gear Puzzle
Tink=North
Cowbell=South
Air Release=East
Spring=West
Blue Page
In Achenar's room, to the left of the Rotation Simulator, is a section
of recessed wall with a horizontal yellow line. Click it. Inside is Achenar's
secret room. The blue page is in this room. Leave Achenar's room through
the back door. As you walk down the hallway you'll see another corridor
to your left with an elevator inside. Take note and continue on. You'll
soon be in Sirrus's room.
Red Page
Go to the widow and face the throne. Partially hidden by the tapestry to the
right of the throne is a recessed panel in the wall. Click it and enter the
room. Inside the opened chest in the corner is the red page. In the wine rack
is a letter to Sirrus from Achenar for your reading pleasure. Go back to the
elevator hallway. Push the red button and go down the stairs. You will see a
control panel with two Us in it. Click and hold down the U's until they line
up and turn red. Go back up the stairs. Click the red button. Go inside the
elevator.

There are three buttons. Push the top triangle. Once on the upper floor, click
the rectangle and immediately get out of the elevator. The elevator will go
down without you, giving you access to the control panel on top. Do you recognize
this instrument? You should. The fortress can move in all four directions but
there are only three islands.
Cowbell=Current position
Spring=Ocean
Air Hissing=Island
Tink=Island
Use your newfound skills to achieve the Air Hissing sound. Push red button.
Go back down to first floor. Exit fortress and retrieve the two symbols from
East Island. Repeat this process for North Island. Once accomplished, move the
fortress to the starting position (cowbell). Go outside and enter the symbols
in the panel on the first island . This will lower the staircase. Inside is
the Myst linking book.
STONESHIP AGE
Follow the boardwalk to the island with three buttons (I will refer to
this three button place as Pump Island from here out). These buttons trigger
pumps which remove water from key areas of this world. Push the right button.
This takes the water from the Lighthouse. Go into the lighthouse and down
the stairs. Turn the handle at the bottom of the chest to let out the water,
then once more to close the spout. Go back to the three buttons and push
the center button. The brothers' rooms are now accessible, and the lighthouse
is once again filled with water.

Go back to the lighthouse. Use the chained key to unlock the chest. Inside
the chest is yet another key. Use it to unlock the lighthouse door above
you. Go upstairs. You will notice a generator. Crank that baby up. Exit
the lighthouse and take the path to the top of the rock. There is a telescope
here. You can move it by clicking on it and pointing either left or right.
Center the lighthouse in the telescope's sight. Take note of its location:
135 degrees. Go back down to the ship. Descend the stairway in the rock
nearest Pump Island. Open the door by clicking the button. Enter. NOTE:
at any time your generator could run out of energy. If this is the case,
the stairwell will lose its light. Worry not, as you will still be able
to see if you concentrate. The remedy for this is simple; re-crank the generator.
Red Page

You are now in Sirrus's room. Snoop around. You'll find many interesting things.
Inside the
bottom dresser drawer is the red page. Go back up the stairs and descend the
other stairway in the
rock. Click the button. Go inside.
Blue Page
You are now in Achenar's room. Again, look around. The blue page is lying on
the bed.
Vault Note
In Achenar's room, go to the map cabinet. In the second to last drawer there
is half a letter. Write its contents down.

Now for the tricky part. From the bottom of Achenar's stairwell, click
up to the first landing. On your left is a recessed panel with a red square
in it. Click it. Enter. If your generator has no power, there will be a
terribly annoying alarm with a blue flashing light. Do not go crazy - recharge
the generator. The coming puzzle will not work without power. Follow the
hallway down into the secret room. There is a compass design surrounded
by buttons. Push the button that correlates with 135 degrees. It is the
twelfth button clockwise from the North. Go back up to Pump Island. Push
the left button. You now have access to the ship. Descend the ship's stairway
and enter the room. Enjoy the scenery. On the bottom floor of this ship
is a table. Click it. The Myst linking book will appear.Wood
Ship Puzzle
CHANNELWOOD AGE
The mechanisms here work off of water power. That said, head to the windmill.
Turn on the water spigot at the bottom of the tank. Keen players will notice
a flip switch in the corner as well - this is a red herring. Go back down
to the boardwalks.

There are three elevators on this level. Your destination is the middle one
(the one without the winding staircase). On your way there, flip the valves
on the boardwalk to allow the water to reach the elevator motor. You will always
be able to hear the sound of running water if a pipe is supplied. Climb aboard
the elevator. Go to the next level. Note: the elevator will not work without
the door closed no matter how many times you click the switch. The second level
is only a maze. The object is to find the switch to that controls the door at
the top of the winding staircase. You can locate the switch via the map, or
follow these directions. From elevator, go forward to round hut, right to square
hut. Right again to another square hut, right to a round hut, and forward to
the switch hut. Flip the switch. Go back to sea level. You can take the elevator
that brought you up here, or the now unlocked stairs. It matters not. Once at
sea level, manipulate the pipe valves to bring water to the staircase elevator.
Walk up the winding staircase to the second floor. Use the elevator from here.
You are now on the third level - the brother's level. To the left is Achenar's
wing, and to the right is Sirrus's.
Blue Page
In Achenar's wing there are two rooms: the torture chamber, and the bedroom.
The blue page is in the bedroom on the floor next to the message machine.
Red Page
The red page is in Sirrus's bedroom in his night stand.
Vault Note
The second half of the vault note is in Sirrus's room in the right drawer under
his bed.

Use the elevator and stairs to get back down to sea level. Flip the boardwalk
valves to direct the flow of water to the lonely pump at the dead end. On
the map, a bridge is shown. You will see the bridge rise from the depths
below once you flip the switch on the generator. Cross the bridge. You will
come to a fork in the boardwalk. To the left is an elevator. To the right
is the water supply pipe. Unfortunately, the pipe does not cross the water.
To remedy this, activate the crank to extend the pipe. Now you must cross
the bridge you raised just moments before and divert the water to the new
section of pipe. Refer to the map if needed. Once water flow to the elevator
is established, cross the bridge, get in the elevator, shut the door and
ride it to the top. The Myst linking book is before you. Tree
Puzzle
SELENTIC AGE
As you follow the path you will pass a door and control panel to your right.
Continue on. Take the left fork in the path and you will come to one of Selentic's
many instruments–the clock. There are five instruments in all, each with
its own symbol and a microphone projecting the sound to another location. The
red buttons turn on the microphones. Press the red button.
Red Page

Continue on the path until you come to a hill on your right with a large vase
on top. Here there are crystals that sound like the notes of a base flute. Go
down into them. The red page is located on top of the crystal's button. Push
the red button. Go back up the stairs and turn left. After you pass the clock,
you will come to two sets of stairs. Go up the right stair. Here is a lava pit
with the sound of a volcano. Push the button. Go back down the stairs.
Blue Page
Take the left set of stairs and enter the forest. Follow the path until
you come to the fountain microphone. The blue page is on the small bench
next to the microphone button. Push the red button. You must backtrack now
to the flute crystals. Continue on the path past them. It will take you
to a manhole with the sound of wind. Push the red button. Descend. There
is a switch at the bottom to turn on some lights. Follow the tunnel and
go up the ladder. You will come to a small building with metal doors. Open
the doors by clicking on them, exposing a control panel with five symbol
buttons, a sigma button, and two green triangles (tuners). Spaceship
Puzzle

This control panel will give you the sequence of sounds needed to access the
door you passed when you first got off the ship. The object is to tune the receptor
to each microphone by centering the microphone in the display window. To tune,
simply hold down the tuner buttons. They will flash in the direction you need
to go until you have achieved the correct frequency. Click on a symbol. Center
its microphone in the window and repeat for each subsequent symbol. After you've
fine tuned, press the sigma key. This will give you the order for the sounds.
The order is: Base Flute, Water, Wind, Volcano, Clock. Go back down the tunnel
and follow the path on the other side until you reach the clock. Turn left at
the fork to bring you back to the first set of doors. By pulling down each lever
you will engage different sounds. Enter the correct order of sounds here. Push
the button and enter. Once inside the vehicle, press forward. Note: each direction
has a corresponding sound. I've called them what they sound like to me. They
are:
North=Tink
South=Cowbell
East=Air Hissing
West=Spring
At every intersection there will always be a sound indicating the next direction
to take. The order is: N, W, N, E, E, S, S, W, SW, W, NW, NE, N, SE Exit the
vehicle. Before you lies the Myst linking book.
FINALE
Listen to the brothers in their prison books. Aside from their blathering,
they give a valuable piece of information - how to use the fireplace. Get the
book filled with squares from the bookshelf and look up diagram 158. Go into
the fireplace and press the button. Enter the diagram onto the panel and hit
the button again. You now have access to D'ni (the green book), and the final
red and blue pages.
Note: Save your game now.
Many possibilities lie before you. I recommend you try them all. And don't
neglect the links to the 4 different puzzles. They will come in VERY handy.

1) Return the blue page to its prison book.
2) Return the red page to its prison book.
3) Go to D'ni without the white page.
4) Go to D'ni with the white page.
To get the white page, refer to the vault note.
Vault Note
The vault is located in very plain view on the island of Myst and access can
be achieved very easily if the simple instructions are followed. First locate
each of the marker switches on the island. Turn every one of these switches
to the "on" position. Then go to the dock, and, as a final step, turn
the marker switch there to the "off" position.

You already have the markers switched to on--if not, do so now. Go down to
the dock and turn its marker switch off. That switch is actually the vault and
the white page is hidden inside. Go back to the green book and give Atrus the
page.