                      MYST ISLAND WALK-THROUGH
                        by Master Of Puppets

     This walkthrough of Broderbund's Myst is broken into 3 
parts. This, the first part, covers Myst Island. Part 2 covers
the Stoneship Age and Selenitic Age, while part 3 covers the
Mechanical Age, Channelwood Age, and the End Game. Since Myst is
not linear in nature, these ages can be visited in any order.
The big hint in Myst is not to be afraid to try anything in the
game. You can neither die nor can you reach a "point of no
return," as is so often found in many other adventure games.
Ergo, always "go for it."

                                            Fantasy Island [>]    
   After the introduction, you are left staring at the Myst 
book. Touch this book and it expands to fill your screen. Touch
it again and it will open to reveal a small picture window on the
right page with no writing. If you wait a few seconds, the
picture will spring to life with a 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 it gives you a general "lay of
the land" that will assist you in finding your way around a new
age. Each age consists of a giant puzzle in the form of an
island. To learn more about each of these ages, consult the local
library.

                                           The Family Tree [>]    
   You will not encounter many people in Myst. Atrus is the  
progenitor of Myst and all it's ages. He uses an art he learned
from his father to link these ages together. It is never really
explained, but it seems that whatever Atrus writes in his books
becomes reality in the different ages. The 1 reference to this is
in the Stoneship Age and the gift he gave to the boys there. It
will become obvious later what went wrong with the ship Atrus
created. Atrus has 2 sons, Sirrus and Achenar, whom you will
learn of early in your adventure in Myst, and a dear wife,
Catherine, who is apparently being held hostage in another land.

                                           Where To Start? [>]    
   Myst island is where you start the game: First, Anything you
encounter in Myst that can be manipulated should be. In other
words, push all buttons, flip all 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 1-way
manipulations, everything can be returned to it's original state.
Your first objective on Myst Island is to locate all the marker 
switches and turn them to the 'up' position. These look like 
podiums with a large power switches set into the surface.  They
must all be activated to get off the island.

                                            On Your Marker [>]    
   You'll land on the dock after touching the page in the Myst
book. To your left is the outline of a door set into the wall by
the dock. If you want, open this door and go in.  This is the
dimensional imager that you will soon learn of. If you care to
venture forth at this point, go down the stairs and at the base
turn to your right and click on the page on the wall. When it is
in full view, note the list of three items and their associated
imager numbers. Press the small blue button above and to the left
of the page on the wall. This will slide open an access panel and
allow you to key in an imager code.

                                             Mirror Mirror [>]    
   Use the up and down arrows below each digit to set a code  
into the imager control panel. Now turn around and walk to the
imager. Set into its base is a yellow button which, when pressed,
displays the image. When no code is set, 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 walk
towards what looks like a large gear mechanism set on a hill at
the top of some stairs. At the base of the stairs you will
encounter your first marker switch; go ahead and flip it on.
Climb the stairs and flip on the marker switch next to the large
gear.

                                              What A View! [>]    
   Take a moment to catch your breath after climbing all those
stairs and look around. Hmm... there's a lot more to explore. Go
down the stairs towards the rotunda. On your way, pick up the
note on the grass. It's from Atrus to his wife Catherine. It
tells of a message that's left on the imager in the fore-chamber
by the dock. Sound familiar?  Onward and (back) upward. The
rotunda is used later to decode a sequence of star
constellations. For now, flip the marker switch to 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! [>]    
   There's an elevated walkway leading out to the spaceship.
Notice the brick tower to the left as you go out supporting a
power line running to the spaceship (you may be back for that
switch later if you trip the breaker.) Go out to the spaceship
and flip on the marker switch. Go back to the library, follow the
grassy path away from the library towards the distant Clock
Tower. On your way, you will find a large water filled marble
basin with a miniature sunken ship. Maybe this location holds the
key to raising that ship? Flip on the marker switch just past the
large marble basin and to the left of the path.

                                               Power Plant [>]    
   As you've probably noticed, the power line from the spaceship
has been running parallel to the path just beyond those strange
pillars. In front of each pillar is a raised metal marker with a
bronze plate set into the face of each that vibrates and glows
red when touched. Each plate has a symbol etched into it. Do not
touch any of these plates just yet. Instead, sketch each of the
symbols etched into the plates. Continue on down the path, past
the marble basin, following the power line. Just off to the right
is the entrance to the underground power generation plant for the
island, which is where the power line ends.

                                                  Shocking [>]    
   Go right and you will find the small brick building that  
houses the entrance to the underground power plant. For now, 
flip on the marker switch to the left of the door. Don't worry,
you'll come back to this building in a bit. Notice there's
another brick tower with a breaker switch off behind the brick
building. Go back to the path and head for the clock tower in the
distance. There's a control box just at the waters edge. On it
there's a large and small dial as well as a red button. These
dials set the time on the clock tower. There's a marker switch
out by the Clock Tower. Unfortunately, you can't swim.

                                  Trees Through The Forest [>]    
   Therefore, follow the shore around to the little log cabin.
There's another marker switch to the right of the door. As usual,
flip it to the 'on' position. That's a really large tree back
behind the cabin. If you want, go take a look at the big tree and
poke around the cabin. We'll be waiting for you when you get back
here. That's the last marker switch on Myst Island. Remember  
Catherine's letter? "Enter the number of Marker Switches on this
island into the imager to retrieve the message." We've seen 8
marker switches, and were only able to activate 7. Go back to the
imager by the docks to get that message. 

                                            Dear Catherine [>]    
   Remember the hidden image sequencer panel behind the fake  
piece of paper on the wall? Press the button and input the number
8. Turn, walk to the imager, and press the button. Atrus will
appear and deliver his message. He tells of his library being
destroyed and how he suspects his sons. He tells Catherine that
he's hidden the remaining undamaged books in their "places of
protection." He reminds Catherine that if she's forgotten the
access keys, to remember the tower rotation. Okay, then hop it
up to the library and do some research. After all, wasn't that a
tower that loomed above the library?

                         The Book is Better Than the Movie [>]    
   Go into the library and directly to the bookshelf on the back
wall. When it is in full view you will be able to read each
individual book. Atrus was right, most of these books are 
completely destroyed, burned at the hands of an arsonist, which
son could have done this? The Channelwood Journal is the first
readable book, it's red and green and is on the left side of the
top shelf. Take and read this book. Click on it once to bring it
into full view, and again to open it. Clicking on a page will
turn it. This book tells of a land of tree dwellers. Each book
will chronicle that land and show you some key drawings of it.

                                                Channeling [>]    
   Channelwood looks like a land of tree houses. The next book
that's still readable is the red and blue Stoneship Age Journal
on the right side of the top shelf. This book tells the story of
3 boys and their adventures. Make note of the submersible lamp,
the lighthouse, and the 8 constellations of this land. These
constellations have matching symbols like those etched into the
bronze plates mounted on the markers in front of the pillars that
ring the marble basin area. Use the empty journal provided with
the game to sketch all pertinent information. Remember, these
books will give you many clues to each of the ages.

                                            Apocalypse Now [>]    
   The next readable book is blue and is located on the middle
shelf. This journal tells of the Selenitic Age and reads like the
Bible's book of Revelations: replete with a land scorched by
giant balls of fire from the sky, large craters and burned out
wastelands. Make note of the drawing of the keyboard and
receiving dish. These items will "play" an important role later
during your travels to this age. It's a good idea to sketch the
map of each age, they will prove invaluable in your later
travels. The next book makes little sense. It's slightly singed,
but still readable.
  
                                      The Book Of Patterns [>]    
   At the far right side of the middle shelf is a book of many
different block patterns. They all are based on a 8 x 6 grid.
Don't write these down. Instead, remember what the patterns look
like, as you will need to reference this book later. There's 1
more book that you can peruse. The brown book on the left side of
the bottom shelf is the Mechanical Age Journal. In it you will
read of an island fortress and an attacking fleet of ships. Make
note of how the fortress works, the fortress floor plan, and the
stairs. Do not skip through these books. A little time spent
reading here will save 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 communicate with Sirrus.Through
the heavy static and interference you can see that he is unsure
of who you are. He appears to be well mannered, though. As he
struggles to see you, he pleads for you to bring more red pages.
On the other wall you will find the book that contains Achenar.
He seems a bit, shall we say, disturbed. He, like his brother,
demands that you bring more blue pages. We at last have a
direction to proceed in this quest. What purpose do these pages
serve?

                                        Are We On The Map? [>]    
   The map on the left wall of the library holds the key to your
travels through the different ages of Myst. Examine it. When you
are close enough, all locations where you activated marker
switches at are illuminated. Just behind the library 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 key landmarks, it will turn red. Release at the
docks and you will hear creaks and 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 the bookcase. On the left wall
is a picture of a set of stairs, on the right a set of book
shelves that look awfully familiar. Touch the picture of the
stairs. The image will swirl and the shelf of books will slide
away to reveal a passage. At the end 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, just to make sure. Exit the
elevator and go straight to the ladder that has an open book
plaque behind it, climb the ladder to the platform.

                                     I Can See Clearly Now [>]    
   Looking out the window, the landmark highlighted during the
tower rotation will be visible, in this case the docks. Could
this point the way to the place of protection for 1 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
reveals yet another plaque. This one gives 3 dates and times:
10/11/1984 10:04am, 1/17/1207 5:46am, and 11/23/9791 6:57pm. The
rotunda holds a decoder that will translate these dates. In order
to leave the library, return to the pictures and touch the
bookcase picture to close the passage.

                                              Take A Break [>]    
   This concludes the first part of the Myst Walkthrough. We've
covered quite a bit of ground so far. The island of Myst is a
beautiful place, the likes of which have never been seen on a PC
screen. The beauty of Myst is only matched by the rich aural
experience. Take a break from your travels now, pick a place on
the island and sit back and relax. In the second part of this
Walkthrough you'll explore the Stoneship and Mechanical Ages. So,
for now, enjoy these tranquil surroundings and stay tuned.
  
Brought To You By: 
                   Pirates Of The Mid-AtlaNtic 