                    STONESHIP AND SELENITIC AGES
                        By Master Of Puppets
                          
   Hopefully, you're well rested. We are going to set out to 
explore the Stoneship and Mechanical Ages today -- a major 
undertaking. You will need to draw on your experiences on Myst
Island in these travels. The keys to all the ages of Myst are
contained on Myst Island itself. As you'll recall, we've just
completed our first tower rotation using the map on the wall of
the library. We have several dates and times that were taken
from the key plaque for decoding at the rotunda building.

                                               It's A Date [>]    
   Start with a quick trip to the rotunda building. Open the 
door and go in. Next to the door is a switch that will turn off
the lights. Click, the whole room then looks like a planetarium.
Take a seat in the chair and pull down the control panel. Input
the dates from the key platform plaque. Each date will display a
constellation that will match one of the drawings in the journal.
The matching symbol icons from this translation will be: Leaf,
Snake, and Beetle. Go down to the marble basin and find the
columns with these icons. Press the matching bronze plates for
these symbols and they'll turn green (don't worry, they're not
jealous).

                                         Raise The Titanic [>]    
   Upon pressing the last plate, a loud rush of water will be
heard -- like something big is draining. Aha, the ship in the
bird bath raised. But that couldn't have made all that noise.
What about the bigger ship? Yes! The ship by the dock is also
raised. Board it and go below deck to find the first linking 
book on the blue chair. Open it and watch the flyby of the
Stoneship Age. Touch the picture and you will be taken there.
You'll find yourself standing at the aft of a ship that appears
to have, itself, materialized on a large, stone island. A wood
plank leads out to a sunken lighthouse to the right and an
umbrella structure to the left.

                                            Walk The Plank [>]    
   There are several objectives on this island. First, restore
power to the island structures. Walk out to the umbrella
structure where there are 3 large buttons. Pressing the right
button will pump out the lighthouse. Return there and find the
key chained to the walkway. Down the spiral stairs is a large
locked trunk. A small valve is set in the left side of the trunk, 
open it to drain the trunk, then close it and return to the pump
switches. Press the right button and return to the lighthouse.
The trunk is floating alongside the key that's bolted to the
walkway. Unlock the trunk and remove the key hidden inside.

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

                                     Return To Myst Island [>]    
   There's a telescope at the pinnacle of the rock formation at
the center of this island. Just to the left of the walkway to the
lighthouse, there is a stone passage which you should follow as
it leads up to the telescope. Look through the telescope and pan
around. Stop on the roof of the lighthouse with the blinking
light. This will be at the 135 degree mark. Go back down the
passage to Sirrus' room. On the wall, 1 landing up from either
brothers room, will be a large recessed plate. Pressing it will
reveal a secret passage to the compass room. On the floor of this
room is a large antique compass. Now you're getting somewhere...

                                                  Due East [>]    
   Circling this compass are a series of small buttons. Press the
12th button from the north portion, but beware! If you press the
wrong one, you will trip the lights and have to go back up to the
lighthouse to recharge the battery pack. A light goes on if you
press the right button. How strange, the light is underwater and
can be seen through the windows in this room. Time to go back up
to the pump station. Press the left button and the aft ship
chamber will drain. Go below deck and note that the light you
just activated with the 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 linking book will materialize.
Remember, you can go into any of the chambers without the benefit
of light. Both bed chambers appear to have independent energy
sources and are lit up regardless of battery charge. However, if
the underwater light is not lit, the book will not appear on the
table. With the Myst linking book before you, open it and touch
the picture to return to the library on Myst Island. Insert the
red page in the red book and listen to Sirrus. He thanks you for
the page and tells you that his brother is guilty, and that he is
wrongfully imprisoned, emploring you to bring more pages.

                                    Back For The Blue Page [>]    
   The return trip is a breeze. Just go down to the ship by the
dock, below deck, use the linking book, and you're back in the
Stoneship Age. Recharge the battery pack and press the middle
button at the pumping station to drain the center passages. Off
the fore section of the ship is a passage leading down to
Achenar's bed chamber. Achenar is not at all like his brother.
From the looks of his room, you might say that he is a little on
the twisted side. There's a lamp 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 large dresser with a strange apparatus
perched on top.

                                       Only Half The Story [>]    
   On top of the dresser is a holographic unit. Turn it on and a
rose appears, slide the lever and it morphs into a human skull.
The second from the bottom drawer of this dresser has a surprise.
This is the left half of a torn page from a journal -- something
to do with marker switches and a vault. This could be important,
so make a note of it's contents. With the blue page in hand, go
to the pumping station and press the left button. Return to the
book room and use the linking book to return to Myst Island. In
the library, return the blue page to the blue book and listen to
Achenar. He seems to be getting crazier, doesn't he?

                                               Rubber Room [>]    
   Achenar says that his brother cannot be trusted, that he was
falsely imprisoned and that he will seek retribution for his
brothers acts. The image is clearer this time, with less static.
Maybe the more pages returned to the books, the better the
communications link. With the way Achenar is cracking up, though,
how well do you want that link to be? Use the map to rotate the
tower again. This time, position the rotating pointer to the
spaceship out on the point. Sure enough, looking out from the
tower shows the 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 to be in order. The trip  
down the hill from the library is quick enough. Go in the brick
building and down to the door at the bottom, then press the blue
button and go in the door. There's a control panel with 10
switches in 2 columns. There are also 2 dials: the left is for
island power, the right for power to the spaceship. Each switch
powers up a generator. The trick is to flip the right combination
of switches to total 59 volts on each dial. To do this press
button 1 and 3 on the left column and buttons 3 and 4 on the
right -- carefully! The number 59 should now be displayed on each
dial.

                                               What A Trip [>]    
   If you press the wrong combination of switches you will trip 1
of the 2 tower breakers. If this occurs, shut down  all
generators, go out, find the tripped breaker, and then start
again. Once you hit the 59s, enter the space ship and you will
see a keyboard at one end and a set of 5 slider switches and a
lever at the other end. Using the diagram from the Selenitic Age
Journal of the keyboard, press the 1 key from the diagram and
then adjust the first slider so that the note generated matches
the note played on the keyboard. Repeat for each of the 5 notes.
When you think you have the right settings, pull the handle.

                                         Music To The Ears [>]    
   If the settings were correct, the linking book should now be
displayed in the view screen. Touch the screen and watch a flyby
of the Selenitic Age (which is pretty desolate). Like the first
puzzle, 5 sounds must be identified and set into an access panel
before you can return to Myst Island. Like the marker switches on
Myst Island, there are sound transmitters scattered about at 5
locations that must be activated. Locate each and press the
button. Make a note of each icon at each transmitter's site. Also
note the sound that emanates from each location. WARNING: This is
possibly the most difficult of all the puzzles of Myst.

                                                  An Oasis [>]    
   Cross the elevated walkway and follow the path through the
pass to the left of the mountain. Set into the base of the
mountain is a small brick structure with a coded access panel.
The first small trail that branches left off the main trail leads
around the left side of a large crater. Follow it to the oasis.
It is here that you will find the blue page on a wood bench, to
the left of the transmitter switch. Take it. The icon at this
transmitter location is of 2 drops of water. Press the red button
and listen to the sound of the water, you will need to remember
this sound later.

                                             Water To Fire [>]    
   Go back to the large brick staircase just past the Oasis trail
head. This leads to the chasm Atrus spoke of in his journal of
this age. Activate this transmitter switch and make a note of the
sound of the furnace below. The icon at this location is a chasm
with steam rising. Go back down the stairs and continue down the
path away from oasis and chasm. You will quickly come to the
remnants of a once mighty clock tower. Activate the transmitter
switch. Listen and note the sound of the clock. The icon here is
of 2 clock hands. Continue down to the fork in the path, go right
and up the hill towards the crystal forest.

                                            Crystal Forest [>]    
   In the crystal forest, you will find another transmitter  
switch. There's a unique sound produced here as the wind whistles
through the crystal formations. The icon here is of a shard of
crystal. There's a red page sitting atop the transmitter
pedestal, so pick it up. (Where did the blue page go?) Return to
the path and walk out to the jetty to a subsurface tunnel. The
loud rush of wind exiting the tunnel is almost deafening.
Activate the transmitter switch. The icon is a hole with air
swirling out. Next, climb down the ladder into the underground
tunnel. Turn on the light switch at the ladder's base.

                        The Light at the End of the Tunnel [>]    
   Climb the ladder at the other end of the tunnel, then climb
the brick stairs to a large set of metal doors. Open the doors to
expose a control panel, complete with video monitor, 2
directional arrows, a receiver coordinates display, 5 icon
buttons that match the transmitter icons, and a sum button. The
trick here is to rotate the receiver to lock in on each
individual transmitter. When you get close, a directional arrow
will flash in the direction of the signal. You will hear a clear
sound played over the speaker when the right direction is locked
in. IMPORTANT: Record the direction coordinates 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 coordinates are 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 panel back at the start of this age. By moving the
sliders, different sounds will play. Set the sliders so the
sounds play in the same sequence as above. When all the sliders
are set, press the red button to open the doors. Go down the
stairs to the rail car. Press the blue button and go in and take
a seat.

                                        Which Way Do I Go? [>]    
   Press 'FORWARD' to start your trip in the rail car. Once  
lowered to the track, use the directional arrows to set a compass
direction, forward to move forward, and backtrack to reverse your
last movement. The correct sequence of directions is: N, W, N, E,
E, S, S, W, SW, W, NW, NE, N, SE, and exit. At the end of the
ride, exit and follow the  passage. There you will find the Myst
linking book, so use it to return to Myst Island. Back in the
library, place the red page in the red book. Sirrus is easier to
see and hear now with another page inserted. He begs that you
bring more pages and 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 displayed linking
book to travel to the Selenitic Age. Return to the oasis and
retrieve the blue page. When you go back to the maze entrance,
the sliders are still set. Press the button and go down to the
rail car which has magically returned to the start of the maze.
Run the exact same directions through the maze. Use the Myst
linking book to return to the library and insert the blue page
into the blue book. Achenar now claims that Sirrus murdered
their father and commands you to bring more pages. The plot
thickens...

                                               Shore Leave [>]    
   That concludes the second installment of this Myst walk -  
through. The two brothers offer a truly perplexing problem. Which
of them is rightfully imprisoned and which is telling the truth?
Does sanity count for anything, or has Achenar been driven to his
insanity by his grief over the murder of his father? The time is
coming when a decision must be made. Which brother will you free?
In part 3 of this walkthrough, we will explore the Mechanical and
Channelwood Ages, as well as the End Game.
  
Brought To You By: 
                   Pirates Of The Mid-AtlaNtic   