        THE MECHANICAL AGE, CHANNELWOOD AGE AND THE END GAME
                        By Master Of Puppets
  
     Have you come to any conclusions? Which brother is sane and
which is really guilty? How did they get into their separate
books anyway? Why are their pages scattered throughout the lands
of Myst? So many questions and so few answers. Maybe you will
find some more answers in the remaining ages of Myst. If not, how
will you decide which brother to release? Your decision will
ultimately lead to either your escape or permanent residency.

                                         Trained Mechanics [>]    
   You've probably already guessed which landmark holds the 
linking book to the Mechanical Age; it's the large set of gears
on the hill above the docks. Using the map in the library, rotate
the tower to align with this spot. A trip to the tower will show
proper alignment and disclose the key 2:40 2,2,1. That first part
is a time, and where is time used on Myst Island? The controls on
the shore by the Clock Tower, of course. After arriving at the
control box, turn the dials for 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 are 2 levers
on either side: one on the wall to the right, and a counter
weight on a chain to the left. Pull and release the lever on the
left and the bottom 2 dials will rotate 1 digit. Pull and hold
this lever and the bottom number dial rotates 1 position while
the middle dial continues to rotate until released. Pull and
release the right lever and the top 2 dials rotate 1 position.
Pull and hold the right lever and the top number rotates 1
position and the middle dial continues to rotate until released.
Simple, right?

                                            Get It In Gear [>]    
   You are limited on the number of times you can pull the 
levers because, as you rotate dials, the counterweight drops. If
it hits the ground you have to pull the lever on the wall to
reset the dials and raise the counterweight. The quickest
solution to this puzzle is: Pull and release right lever twice.
Hold the left lever down until the 2 comes around on the middle
dial, then release the lever. There will be a cranking sound as a
mini-gear set in the base of the device rotates open. It looks a
lot like the larger gear on the hill by the docks. Time to get up
there and check if it has opened like this miniature model has.

                                           Fortress Island [>]    
   Sure enough, the gear is open and the linking book is just
inside. Use it to get to the Mechanical Age, a place full of
gears. Upon arrival, to your left is a gear set on a pedestal
with a control panel. There are 4 icons that can be changed by
pressing the green buttons. There's also a large red button under
the row of icon buttons. Across a steel foot bridge sits a small
fortress set on yet more gears. The track that encircles the
fortress, and the long trap door guarded by railings, look just
like a few of the drawings in Atrus' journal of this age. Cross
the foot bridge to the fortress and go right once inside.

                                   Around And Around We Go [>]    
   Achenar's room is even weirder than those 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 rotate through 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 carefully to the directional sounds. There's
a recessed panel to the right of the simulator marked by a yellow 
stripe, press on this panel and enter the secret chamber.

                                           Torture Chamber [>]    
   The Blue page is beneath a shelf with poison bottles. Find the
other exit from the bed chamber, follow it to the end, and you
will be at the back entrance of Sirrus' room. Midway between
these is a red button and another hallway. There appears to be a
column at the end of the hallway. Pressing the red button opens a
door in the floor. In the lower, level there's a small table with
a display of 2 semicircles, with 1 set inside the other, and a
lever. Pull the lever and rotate the circles lining up the
openings, then return upstairs. Push the red button again to
close the stairs and go down the hall to the elevator.

                                                  Going Up [>]    
   The elevator has an up and down arrow with a square button set
in the middle that serves as a timer. Go to the  top floor and
press the timer. Exit the elevator and, when the timer expires,
the elevator will close and lower out of sight revealing the
rotation device. Use the device to rotate and visit the islands
north and east of this one. On each, you will find half of the 4
icon sequence needed to open the stairway at the start of this
age. Return the tower to it's original location (south) and use
this 4-icon code sequence to open the stairway. Finally, go down
to the room and use the linking book to return to Myst Island.

                                               Mental Case [>]    
   Back at Myst Island, insert the blue page in the blue book.
Achenar gets a little further down the road to the big rubber
walled room on each return trip. He of course wants "more blue
pages", so what else is new? He tells of Sirrus being the guilty
party. He explains how Sirrus has a greed that cannot be
quenched. Most of the conversation is the same old paranoid
babble that Achenar seems only capable of vocalizing. Get back to
the gear on the hill and the Mechanical Age linking book. Once
back at the island, again cross the catwalk to the fortress, go
left inside the door. This will take you to Sirrus' room.

                                              Sirrus Stuff [>]    
   Sirrus' room is filled with miniature models of all the
devices on Myst Island. Each can be closely examined. Since the
fortress is symmetrical, it only makes sense that there would
also be a hidden room here. Below and to the right of Sirrus'
"throne," behind the tapestry, is where the panel is located.
Here is where his greed manifested itself in 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 red page. There's a threatening
note rolled up with the wine bottles from Achenar. Return to Myst
Island with the fourth red page 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 be free of his
prison. He sure is appreciative of the red pages and promises
great wealth if the last one is retrieved. As is always the case
with these 2 brothers, he mixes no words where his brother's
concerned. He claims that Achenar is demented and took advantage
of their father. He warns that, if released, Achenar will destroy
both of you. He is anxious for the last page to be returned from
the last unexplored age. The only other landmark that will
activate the tower is the large tree.

                                           Channelwood Age [>]    
   Use the map in the library to rotate the tower to the large
tree behind the small cabin just up from the Clock Tower. A quick
check through the window in the tower confirms the tower
position, and the key plaque only displayed the numbers 7,2,4.
What the heck could those numbers mean? Just inside of the door
and to the left in the small log cabin by the large tree is a
wall safe. Setting the three tumblers to 7,2,4 and pulling the
handle opens the safe. There's a box of matches in the safe. Is
anything on this island normal? Before leaving the wall safe,
strike the match on the 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, then touch the
match to the pilot set in the lower left of the furnace base.
Keep cranking the gas up until the temperature readout gauge is
maxxed out. The loud thundering sound is the tree moving up out
of the base. Cut the gas and run out to the tree and you will be
able to jump into a compartment set in the tree for a ride down.
At the bottom, there's a room with the Channelwood Age linking
book sitting on a tree stump. Use this book to get to the
Channelwood Age. Just as the journal had stated, this place is
filled with trees.

                                      Myst Family Robinson [>]    
   There are 3 levels to the Channelwood Age; the water level
walkways, the mid-level huts, and the upper level bed chambers of
Achenar and Sirrus. The lower level is a very simple tree
structure branching out from the windmill. The mid-level huts are
mapped in the Channelwood Age Journal, and the upper level
consists of a winding walkway that connects the 2 brothers' bed
chambers. Also on this level is Achenar's imaging chamber. All
mechanisms in this age are powered by a series of water pipes
that emanate from the windmill. The windmill is to your left at
the start of this age, so you'd best make your way there.

                                            Open The Valve [>]    
   Inside the windmill there's a water valve at the base of a
large tank. Open the valve and you will hear the water run into
the pipes. All through this level, you will know if the pipes at
your feet are filled with running water by the sound -- no sound,
no water. Also, at each fork of the walkway there's a 2-way
valve. Move the red valve bar parallel to the pipe you want the
water to go down. The spiral staircase seems like the logical way
up, but the door is locked with no key. From the windmill, route
the water left, then right 3 times. This will bring you to an
elevator. Use the red lever in the elevator to go up.

                                               Open Sesame [>]    
   On the drawing of the middle level in the Channelwood Age 
Journal there's a line connecting a hut to the spiral staircase.
Go straight from the elevator, then right 3 times, then out to
the hut with the switch for the spiral staircase door on the
middle level. Pull the red handle to open the door. From this
"switch hut," go straight through the first hut, right 2 times,
through the square hut, elbow through the next square hut, and
straight to the staircase. Go down the staircase and open the
door on the first level. Go back to the first fork from the
windmill and redirect the water right to the spiral staircase.

                                          Top Of The World [>]    
   Go up the spiral staircase and use the 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 bed chambers. Leave the elevator and
head for the first hut that's visible. This is another of
Achenar's play rooms (Achenar is a sick puppy). There's an imager
that will activate when you enter the room, although it has no
real purpose. Continuing on past this hut will bring you to
Achenar's bed chambers and the master control for the imager.
Flip through the 4 messages and see the nice message from Sirrus.
The fifth blue page is at the base of the imaging controller.

                                             Linking Paths [>]    
   At the other end of the winding walkway is Sirrus' bed
chamber (we'll come back for the red page later). Go back down
the elevator and staircase to the first 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 walkway in a half-circle
past the elevator, and around to another dead end. Turn the crank
here to extend a hidden pipe and connect it to the other side. Go
back to the first valve again and set the valves: left, right
twice and then left. Go back to the elevator across the floating
bridge.

                                               Return Trip [>]    
   Go up the elevator to the Myst linking book. Use it to return
to the library. Insert the blue page and wait for psycho boy to
be freed. Achenar will speak of yet another page and a trap. He
warns of a green book that is a trap. To get to his final page,
pattern number 158 from the odd book of patterns in the library
must be entered in the fireplace located here in the library.
Before getting this last page, go back and get the blue page left
behind. Retrace the path and actions through the log cabin, the
large tree, and all the valve settings to get back up to the top
level of Channelwood.

                                              Sirrus' Room [>]    
   Exiting the elevator, swing left and go to the hut at the 
opposite end from Achenar's. As always, the room is the model of
perfection. The sought-after page can be found in the desk drawer
under the window with a view of the windmill. In the right drawer
under the bed is the other half of the page found earlier giving
instructions for access to the hidden vault on Myst Island. Seems
there are now 2 things to do back on Myst Island. By now, the way
back is easy. Reset the valves yet again to power the linking
book elevator and return to Myst Island, insert the red page in
the library for the "other story."

                                              Sirrusly Now [>]    
   Sirrus now owes a debt of gratitude for returning the fifth
page. He still claims that he is the innocent party and that his
brother should not be released for both of your safety. The
secret code on page 158 is given along with another dire warning
about not touching the green book. Follow the directions on the
reassembled journal page. Go to the dock and turn the marker
switch off (all the others should still be "on," not "off" as
written on the page -- this is important). There, in a secret
compartment in the base of 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 the code book (middle shelf,
far right). Carefully turn to page 158. Sketch this  pattern and
go over to the fireplace on the right wall, by the blue book.
Crawl in and hit the red button to the left of the opening.
Pressing on the metal plate that drops down will raise squares on
the metal, duplicate the pattern found on page 158. Push the red
button again and the fireplace rotates around to a small chamber.
Here sits the last 2 pages and a green book. Let's see, both
brothers are more than a little whacked. If they both warned you
not to touch the green book, 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. You will
quickly know what it feels like to be imprisoned in a book and
watch anxiously as each brother removes your pages while having
the last laugh. If you, instead, open the green book, you will
get to meet Atrus in person and hear the true story. You'll know
what to do with the white page after Atrus is done talking. If
you hurried through Myst using this walkthrough, or you just
want to go do some sight seeing in 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 now for you to explore (at 
least until a Myst II, if any, is released). Atrus did say that
he would summon you when he needed your assistance to rescue his
wife (can you say "sequel?). Go back to the library and at least
take a look at the brothers final fate (which shows that you
don't want to get on Atrus' bad side). This concludes the Myst
walkthrough but there are many things to see in this game that
were not touched upon here. While they do not play a key role in
solving the game, many of the items are very detailed and you may
spend considerably more time just exploring Myst. Enjoy!

Brought To You By:
                   Pirates Of The Mid-AtlaNtic 