realMYST 3D
By Brian Urtz (TempestBreak)

Table of Contents:

I.        Story
II.       Controls
III.       Basics
IV.      Myst Island
V.       Stoneship Age
VI.      Channelwood Age
VII.     Mechanical Age
VIII.    Selenitic Age
IX.      Rime Age
X.       HELP!
XI.      Extra
XII.     Copyright


I. Story

Myst's story line can be  very confusing if you don't have the basic plot 
down correctly. Here is the story line up to the very beginning of the game:
	In the Age of Myst Island, Atrus lives with his wife, Catherine (Katrin), 
and his two sons, Syrrus and Achedar. Supposedly, one of the two sons has 
destroyed all of Atrus's books. These books are actually links to other 
worlds, and it took Atrus a very long time to write each of them. The two 
sons trapped their father in an Age without a linking book...a book needed 
to get back to where he started, which would be Myst Island. Somehow, the 
brothers each got trapped in separate books, and pages from those books were 
scattered throughout the remaining Ages.
	In order to get out of the Ages they are trapped in, the books must have 
every page, and that is where you come in. Here is something found in the 
game manual that explains how you got into the story:

	"You have stumbled upon a most intriguing book: a book titled Myst. You 
have no idea where it came from, who wrote it, or how old it is. It's pages 
contain only a superbly crafted description of an island world. But it's 
just a book, isn't it?
	As you open the book, you are startled by a picture of an island. The 
picture seems a little too real; in fact, the picture seems to be moving. In 
disbelief, you place your hand on the picture. Suddenly...your own world 
dissolves into blackness, replaced with the island world the pages 
described. Now you're here, wherever here is, with no option but to 
explore..."

To fill in gaps and questions, you can read the following books:

Myst: The Book of Atrus (the best one to read for information, but out of 
print, so try the library or a used book store)
Myst: The Book of Ti'ana
Myst: The Book of D'ni


II. Controls


For the most part, the controls for realMYST and the original version of 
Myst are very different. The original Myst was a point-and-click game, this 
version gives you 360 degrees of movement, the ability to look up and down 
whenever you want, and the option to wander of the path and explore areas 
previously restricted. For instance, if you go off into the forest on Myst 
island, you can find the grave of Ti'ana. I would tell who that was...but it 
would ruin "Myst: The Book of Atrus" if you are or will be reading it. The 
basic controls are right mouse click to go forward, left to go backward, and 
you can use the arrow keys for movement as well...which is much easier in my 
opinion, since you don't have to be fast in this game.


III. Basics

This is the section for things that aren't significant enough to have their 
own section, but should definitely be mentioned.
First of all, realMYST is an excellent enhancement to the original. Things 
like amazing graphics and 360 degree rotation add to the adventure, but the 
thing that makes it so different is the night/day and weather conditions. 
After walking around a bit, you'll notice that it does get darker, and it 
can rain or snow, depending on the Age you're in. Even if you have the 
original Myst, this will be a great investment. You won't be disappointed.
The next thing I wanted to mention is how to work the library tower rotator. 
All around the island are marker switches. Up is on, and down is off. In the 
library you will notice a map of Myst island. If a switch is on anywhere on 
the island, that area will be available to view in detail on this map. There 
are four special markers, one for each of the first four Ages. On the map, 
click on the circle which represents the tower and hold it. This rotates the 
tower to face wherever the line is pointing. If the line points to a special 
marker, it will turn red. Stop rotating the tower if it turns red. On 
another wall in the library, there is a picture of a doorway in the 
bookshelf. Click that picture to open the tower entrance. Go to where the 
bookcase was and head through the tunnel until you get to an elevator, take 
the elevator up to the tower. There will be two ladders. If the line on the 
map was red, these ladders will give you a clue on how to get into an Age. 
The ladder with the book icon will show you the entrance to the Age. The 
ladder with the key icon will lead you to a very important clue, such as the 
combination to a safe. To get out of the library, click on the picture of a 
doorway. Always remember these steps, it will help you get into each Age.


IV.  Myst Island


This section will help you get to the different Ages in the game. Most 
people give up too soon on this game to ever get to an Age. Stay with me 
here. I will separate this into sections on how to get into each Age...but, 
this walkthrough will not tell you exactly what to do. I will tell you how 
to figure out the puzzles, but I will not solve them for you. If you do get 
too frustrated, go to the Help section and I will solve the puzzles 
there...but I suggest that you use that section only as a last resort. Good 
luck!

The Video Portal:

In order to view the video in the cauldron in the room on the dock where you 
start out, find the letter on the ground by the planetarium. Read it and 
enter the number of marker switches in the panel in the cauldron room. When 
facing the cauldron, turn around and you will see the panel. Hit the green 
button to open it. Enter the number here, then hit the button. Go to the 
cauldron again and turn it on. Watch the video.

Stoneship Age:

This is definitely the most difficult Age to get into, but pretty easy once 
you get there. First of all, point the library tower so that it is pointing 
to the sunken ship where you first started. Go to the tower and go up the 
book, or locator ladder and make sure you can see the dock. Then go up the 
key, or clue ladder. You should see three dates engraved on a plate. Write 
them down. Next, head to the planetarium, the round building next to the 
library. Go inside and turn out the lights. The light switch is by the door. 
Sit down in the chair and put on the "star-finder". This is not a time 
machine, it just tells you what the stars look like on that specific date. 
Enter in the three dates and sketch the star patterns you see in the view 
screen. Head back to the library and find the Stoneship book in the 
bookcase. Find the patterns you sketched from the specific dates and 
memorize, or draw, the accompanying icons. Go outside and walk to the pillar 
yard. The pillars are at the entrance to the forest, around the sunken boat 
model. This boat represents the real boat at the dock. Light up the three 
pillar icons that accompanied the star patterns and there will be a draining 
sound. Look at the model ship, it should be surfaced. If not, make sure you 
copied the dates, star patterns, and icons correctly. Now go to the dock. If 
the model ship was resurfaced, so should the real one. Get on the ship and 
enter the cabin. There will be a book on a chair. Save your game, because 
once you enter an Age, you can't come back out until you've beaten it. Open 
the book and click on the portal.

Channelwood Age:

Getting into this Age can be very frustrating if not done exactly right. 
First line up the tower with the big tree in the middle of the forest. Go to 
the tower and go up the locator ladder to make sure you can see the tree. 
Then go to the clue ladder and write down the three digit number. In the 
forest is a log cabin. Go inside, and by the door is a safe. Enter the three 
digit number from the library tower into the safe and open it to find a 
match box. Strike a match against the box o light it, then light the 
furnace. Next to the furnace is a wheel. Turn the wheel all the way to the 
right and there will be a series of clanking sounds. Once the sounds stop, 
and I mean once all the clanks stop, not just one, turn the wheel back all 
the way to the left. Head out to the big tree. This is the only part in the 
game where you need to go fast, you have about ten seconds though, which is 
more than enough time. To get to the big tree fast, once out the door turn 
left and head to the back of the house. You should see it then. At the tree 
look up and you should see an elevator coming down. If you don't see the 
elevator, do the whole furnace thing again. You don't need a match though, I 
think it always stays lit from now on unless it is off, and it will light by 
itself when you turn it on again. Once on the elevator, it should keep going 
down. At the bottom is a small room with a book on the table. This book 
links to the Channelwood Age. Open the book and hop in! The wheel in the 
small room is just like the other one. Turn it left to bring it to the 
bottom, and right to bring it to the top. I suggest you don't touch the 
wheel in the small room, only in the log cabin. If there is no elevator when 
you are in the underground room though, turn the wheel all the way to the 
left. The button in the elevator will bring you to the surface, I think.


Mechanical Age:

This Age presents no problems whatsoever when trying to get in. First, point 
the library tower towards the giant gears by the dock. Go up the locator 
ladder to make sure you can see the gears, then go up the clue ladder and 
copy down the given time. Next head through the forest to the two wheels in 
front of the clock tower island. Figure out how the wheels work the clock 
(this is very simple) and set the clock to the correct time, the time you 
found in the library tower. Take the new bridge to the clock tower. Notice 
that there is one remaining switch here that was not accessible before. Hit 
this switch, and if you've hit all of the switches on the main island, the 
map in the library will now be complete. Inside the clock tower is a lever 
contraption. I don't remember where exactly you get the correct number to 
enter, maybe in the Mechanical book in the library, but mess around a little 
and you will find it. Figure out how the levers work the weight contraption 
and keep messing around with it until it drags both weights to the ground by 
it's self. Now head to the giant gears by the dock and go inside to find the 
Mechanical Age book.

Selenitic Age:

First off, line up the library tower with the spaceship on the far end of 
the island. As always, head up both ladders and mark down the number at the 
top of the clue ladder. Now go to the forest one more time. In the middle, 
take a right and go inside a brick building. Go all the way down to the 
bottom and wait for the lights to turn on, they will do this by themselves. 
Whatever you do, don't touch the buttons yet. Beside the door is a piece of 
paper that tells you the voltage value of each button. Figure out how to 
combine the buttons to equal the number you found in the library tower. If 
you accidentally go over the correct number, go outside behind the brick 
building and there is a ladder. Go up the ladder and hit the breaker switch 
to reset the voltage to 0. There is also a breaker switch to the left of the 
bridge leading to the spaceship. You may have to hit both breakers. Try one, 
and if it doesn't set back to zero, hit the other one as well. Once the 
voltage equals the right number, you can go inside the spaceship. But first 
go to the library and find the Selenitic book in the bookcase. Find the 
diagram of a piano and write down the order of keys to play. Once you have 
the right keys and the right order, go inside the spaceship. To the left are 
five meters. Now play the correct tunes on the piano on the right and match 
the meters to sound like the tune. To play the meters, pull the switch on 
the right. If you match the tunes perfectly, the Selenitic Age book will 
appear. Remember this is VERY hard, so if you get frusrated, just take a 
break. It's good to hold the note for a while and burn it into your mind.

Rime Age:

First, I think you should try to figure this out by yourself, it's not that 
hard. But if you are really lazy or just can't find out what to do next, by 
all means, read on. First of all, you must beat this game the "correct" way. 
Once you have done that, The Rime age book will be lying on the floor of the 
library. Go to the very last page for some added information (in blue ink). 
Write down what is in blue, and also quickly write down what the pictures 
"tell you". Go to the video portal room, the big cauldron in the room by the 
dock, and open the number panel on the wall (see the Video Portal section). 
Enter the number shown in the Rime book (also the hologram test number which 
is shown on the front of the number panel when it's closed). When you have 
entered this, a mountain should appear in the cauldron. Now press the button 
that was circled in blue in the Rime book. Go back to the panel and there 
should be a new screen. Rotate the bridge joint. Now go to the area where 
the joint now points and go inside. Enter the "blue" number and press the 
red button. Go back to the library and voila! The Age is now before you!


V. Stoneship Age


This is, in my opinion, the first Age you should go to, but any order is 
fine. The point of each Age is to find the page of the whichever brother you 
want. Achedar is the crazy, "blue" one, with all the freaky contraptions. 
Syrrus is the rich "red" one with all the fancy furniture. The brothers each 
have a room in every Age. Their page will be in their room. First of, 
explore the area and get to know the place. It has been a while since I 
played this Age, so I don't completely remember everything. First of all, go 
to the surveillance scope and find the lighthouse. Write down the degree you 
find it at. Next go to the umbrella boat. Find the switch that drains the 
lighthouse. Also note what the other switches do. One drains/fills the 
lighthouse, one drains/fills the cave, and the other drains/fills the ship. 
Drain the light house and go inside it. Go downstairs and flip the lever on 
the chest to empty all the water. Flip the lever again to close the valve 
back up to prevent water from getting back in. Go back to the umbrella boat 
and fill the lighthouse up again (by pressing a different button). At the 
lighthouse, the chest should be floating, now within reach of the chained 
key. Open the chest with the key to get another key, the key to the attic. 
Go to the attic and crank the battery up all the way. You should drain the 
cave now. As fast as you can, go to the cave outside before the generator 
runs out of energy. If the lights are still off, go back and do it again. 
Once the lights are on, go to each of the brother's rooms and look around. 
Copy the torn note in one of Achedar's drawers, actually the one second to 
the bottom, and get the page of whichever brother you chose. In the middle 
of the tunnel is a passage with a compass. Enter the direction closest to 
the number of degrees the lighthouse was at from the surveillance scope. 
This passage might also take you from one brother's room to the other's. Now 
once you have a page (choose carefully, this will be the brother you now 
"work for") and the compass is set right, drain the ship and go inside. Go 
to the bottom of the ship's cabin and the returning, or "Linking" book 
should be there. If not, the compass is set wrong. Once you get the linking 
book, take the page home with you and place it in the appropriate book in 
the library.


VI. Channelwood Age

Ah, the Channelwood Age. This place was really worked on when they made 
realMYST. Take the time to look around while you're here, go exploring. Once 
you're done, let's start our adventure.
	First thing's first. This entire level is run by hydroelectricity, so 
you're going to need water. First, you should start building a 
windmill...wait, that's already done for you (thank God), but you do have to 
turn the windmill on. Go to the windmill and turn on the valve, then hit the 
switch on the generator. No you should hear the sound of water going through 
the pipes. Follow the sound to figure out where the water is going. Hit the 
switches at the junctions to direct the water to the elevator generator 
(hey, it rhymes!). Take the elevator to the second floor (if you don't close 
the elevator door, like me, you'll be going no where fast). This is, in my 
opinion (and since I'm writing this guide my opinion counts), this is the 
hardest part of the game if you are to lazy to sketch the picture of the 
second floor back at Myst. If you're like me you'll be looking around for 
about a half-hour before you find the switch, but it's somewhere on a post 
in a round room. This opens the stair door. Takes the stairs and have the 
water directed to the elevator by the stairs. Now take the stairs back up 
and take the elevator to the THIRD floor (skydiving anyone?). Find the "page 
of your choice" and rest in the treetops for a while (my favorite place in 
the game). Before you go, check Syrrus's room. In the second bed drawer, the 
one on the right, is the second half of the note. Write this down. Syrrus's 
page is in the desk drawer and Achedar's is on the floor in the "recording" 
room. Now go back down to ground...or in this case water level and direct 
the water toward the "lone generator". Go across the steps and turn the 
crank to extend the pipe. Now direct the water, for the last time, toward 
the new extended pipe. Go back across to the other side of the pipe and go 
to the final elevator. Take the elevator to the linking book room and back 
to Myst.


VII. Mechanical Age

This Age is very small and short, all you have to do is learn how to use the 
dome rotation device, which is hard at first, but with practice it gets 
easier. OK, head to the dome and grab one of the brother's page. Syrrus's 
page is in a hidden room to the right of the throne, behind the bottom left 
corner of the hanging quilt. In Achedar's room there is a simulater with two 
levers. This is the dome rotation simulater. Start it up and you will se a 
diagram of the dome. The left lever has several settings, which sets the 
speed of the rotation, the right leverl must be held in position and rotates 
the dome at the speed it is set at. The objective is to get the line to stop 
at the differant islands, there is one every 90 degrees. Mess around with it 
until you are able to make the dome rotate 90 degrees and stop there. Note 
that once you let go of the right lever the dome rotates backwards, so you 
must be fast. If you can't get it to work, see the Help section to find the 
easiest way to rotate the dome 90 degrees. Now to find the REAL dome 
rotater. Got to the elevator in the center of the dome and go to the top 
floor, but do not leave the elevator. You'll notice that there is a middle 
button. At the top floor hit the middle button and get out of the elevator 
as fast as you can. Once the elevator goes down, turn around and there is 
the real dome rotation device. Use your method that you used at the 
simulater to turn the dome 90 degrees(hint: You'll hear a differant sound 
for each direction, try to remember what each sound for each direction is, 
you'll need this later.). Once you think you've rotated 90 degrees, leave 
the dome. You should see a very small island. If not try again. Go to the 
island and write down the symbols. Now go back and rotate the tower another 
90 degrees. Write down the numbers on this island and rotate the tower two 
more times. There is no third island, just return to the main island. Once 
back, make sure you have a page and enter the symbols into the...whatever it 
is. Push the red button and use the Linking book.


VIII. Selenitic Age

I'm pretty sure this is the final Age, because it is the hardest. First 
wander around and turn all the microphones on, there are only five (fire, 
water, crystal, wind, clock). Also, the brother's pages are both somewhere 
lying around. After you've turned them all on, head to where the wind 
microphone is and take the tunnel to the radio tower. Match the sound with 
the icon for all five sounds and push the Z button. Write down (or memorize) 
the order the sounds play. Go back to the door near the beginning and put 
the meters with the sounds in the right order. Go inside and hop into the 
earth sub. Once you start it up, you will be in a maze of intersections. At 
each intersection you'll hear a sound (push the red button to hear it 
again), they are the same sounds used when rotating the dome in Mechanical, 
so if you hear the sound that meant you've rotated to the north, point the 
sub north. If you hear two sounds at a time, like north and west, point 
northwest. If you don't remember, or couldn't figure out the sound-direction 
pairs in Mechanical, there is an easy solution. I'm pretty sure that all of 
the wrong directions are closed off, so just try not to turn yourself 
around. It is still a good idea to figure out what the directions mean 
first, just in case I'm wrong. At the end of the maze, get out and head back 
to Myst with the Linking book.

Now that you have all the pages, put the two torn pages (that you've written 
down) together and do what this says. Then go to the brother that has all 
five pages and he will tell you the correct diagram. The diagram book is the 
last book on the second shelf in the library. Find the diagram he told you 
about and sketch it down. Go into the fireplace and push the red button. The 
fireplace will close. Enter the diagram and push the red button again. If 
entered correctly the fireplace will turn around and there will be the two 
remaining pages and a green book (Dunny Age). If you have the yello page, go 
into the green book. If not, get the yellow page. If you want to see a "bad" 
ending, enter Dunny without the yellow page, or return all 6 pages to a 
brother. (Achedar is the coolest...he's just plain crazy.)


IX. Rime Age

Now I'm sure the only reason you'd be reading this instead of a regular Myst 
guide is to find information on Rime. Well, there is no real trouble 
presented in this Age, but OK, here you go. First, on the side of the house 
is a gas valve. Turn this on and go inside to the furnace. Turn on the 
funace, then go back and close the valve. Go inside and open the stone door. 
Enter the elevator and go up. Hit the lever to change the color you want and 
the switch to activate the aurora-maker. Once you finish watching that, go 
back into the elevator and puch the RED button. Now go into thr room and 
read the book if you want, it's just for extra info on Ages. Take the 
elevator down and there is a new room. On the table is a page written by 
Cathrine. Write down (or memorize) the crystals' shape/color and enter that 
on the portal. (Click a crystal to change its shape and wave the mouse/hand 
over it to change its color.) Push the button to see a surprise! Well, 
sorry, that's it, hope ya had fun though!


X. HELP!

So, you don't want to find the answers to the puzzles yourself? Fine, who am 
I to stop you?...Well actually I could stop you by not adding this section, 
but hey:
---
Stoneship Age

The three dates/icons are: Oct. 11, 1984 10:04 a.m. (snake); Jan. 17, 2107 
5:46 a.m. (leaf); Nov. 23, 9791 6:57 p.m. (bug)
Umbrella boat: Left button: Ship, Middle button: Tunnel, Right button: 
Lighthouse
Compass Degrees: 135 degrees
---
Channelwood Age

Safe combination: 274
---
Mechanical Age

Clock Tower time: 2:40
Weight number: 221
The symbols are: 1. The circle with no bottom - 2. Down arrow - 3. Up arrow 
- 4. Circle over water
Rotation: The easiest way to rotate the dome is to put the left lever up one 
setting, hold the right one for 7 sec., and then immidiatly turn down the 
left lever.
---
Selenitc Age

Powerplant Volts: 59
Frequencies (in order): Crystal - 15.0, Water - 153.4, Wind 212.2, Fire 
130.3, Clock - 55.6
Earth-sub Maze: 
North-West-North-East-East-South-South-West-Southwest-West-Northwest-Northeast-North-Southeast
---
Rime Age

Hologram number: 40
Button location: Back of cauldron
Device under library number: 2357
Crystal Patterns: Oh come on, it's right there! Oh well - Twin-Red, 
Medium-Green, Multi-LightBlue, Short-Yellow, Fork-Purple
---
Torn Sheet:
_________________________________
            Marker Swit   ch Vault Access
                         Isl    and of Myst

    The vault is locat     ed in vey plain veiw on
          the island of     Myst and access can be
   achieved very eas    ily if the simple
  instructions are fol    lowed. First, locate
each of the marker    switches on the island.
    Turn every one o     f these switches to the
   "on" postion. The     n go to the dock and,
   as a final step, tu     rn the marker switch
             there to th     e "off" position.
_________________________________


IX. Extra

E-mail me at: cybersurge87@hotmail.com

E-mail that I accept:

Suggestions: If you think there is something I should add/correct, just tell 
me.
Compliments: Go ahead, if you think this is good, thanks!
Requests: Still need help? Just e-mail me.
Post: If you want to post this walkthrough on your site, just tell me. You 
don't even have to ask, just tell me your websites URL.

E-mail I don't accept:

Insults: If you don't like the guide, make a suggestion or just say so, but 
don't insult it.
Major Suggestions: Though there are acceptions, I will not completely redo a 
section just because you don't like it.
Technical Help: I know nothing about that stuff, don't even ask, I have no 
idea.

Well, that's all I can think of. Hope you liked this guide!

X. Copyright

This guide was made completely by me, so please do not take any credit where 
credit is not due. Please do not distribute this for money. Do not post this 
on your website without notifying me first. You don't even have to ask, just 
tell me the URL for the website and make sure I get the credit. DO NOT 
sumbit this to a website without my permission.
This guide may be found at:

www.gamefaqs.com

If you find it at any other website, please tell tell me the URL of that 
site. Thank you.

TempestBreak
