![]() ![]() Look at the other painting to close the secret passage and open the library door. Climb down and go back down in the elevator. Climb back down, then climb the ladder with the key symbol and you will see a plaque with 3 dates. At the top, climb the ladder with the book symbol to see a view of the ship. Go through the passage and into the elevator, then press the button to go up. Look at the painting nearest to the map and the bookcase will reveal a passage. Turn the tower on the map to face the ship/dock. These correspond to the 4 ages of Myst that you need to visit in any order. If you turn the tower, you will note that it pauses and shows a red beam as it passes over four of the buildings. There is also a flashing building - the tower. Now look at the map hanging on the wall, which shows highlighted buildings corresponding to the marker switches you have flipped. Next look at the blue and red books on the other walls - you will not see anything unless you put the single red page in the red book, and the single blue page in the blue book (and then you will only see very partial messages from the 2 brothers, who want you to bring them more pages). First approach the bookcase directly opposite the entrance, and read the 4 legible books, noting any interesting diagrams you find. ![]() Enter the number 08 on this (the number of marker switches on the island), then press the red button, and turn the projector back on to see a message from Atrus. Turn around and approach the note on the wall, then press the green button to reveal a hidden panel. ![]() Turn off the dimensional imager using the large button at the bottom. Return to the dock where you started and enter the underground passage. At the end of the path you will see the 8th and final marker switch outside a clock tower, but you cannot reach it yet so ignore it for now. Further along the path find a switch outside a brick building to the right, and a wooden building to the left. Just past the well is another switch to flip. Return to the library and head down the path towards a well. Walk along a narrow path behind the library to a spaceship, and flip a marker switch here. Don't enter here yet, but remember where it is for later. Pick up the note from the ground and read it.Ĭontinue along the path and take the right branch to flip another marker switch, then return to the main path and note the building on the right - the library. Climb part way back down the stairs and turn right to find a path leading to a planetarium. Climb the spiral stairs to the large gears and flip a second marker switch. Walk forward along the dock and you will see the first marker switch (on the right) - flip this and all subsequent switches so they are up. The Edanna Age linking booking is within.Start by clicking on the book, then on the picture of Myst Island to enter the game. When the center button is pressed the cage suspended above lowers. Move the marbles to match the coordinates from the telescope in the tower. The red flowers on the wall expands creating a pathway to the tusk door. Move the plant around until the squee can be heard. Go to the base of the wall and climb up the ladder to see a large plant. Whilst this is happening turn around to see the red flowers on the wall by the tusk. The squee makes squeaking sounds and the red flowers on the rock expand. The squee will now run over to the red flowers using the leaves of the large flower as a bridge. Touch the top of the nest to see a cute critter pop it's head out. As there are a couple of ways down it may be necessary to go inside and out the other door. Objective: Create a path with the red flowers to the tusk door. Take note, knowledge of this will help later on.Īround the room are weighing scales and various types of weights. Connect the cables or the tentacle, turn the handle and observe what happens. Optionally go to the JOURNALS section to read all the pages. The missing pages are scattered around the different Ages. Take Saavedro's journal from the hammock. There is an elevator at the back of the room. Saavedro refers to it during the endgame on Narayan. Walk forward into the laboratory and have a look around. Look to the side to see another locked gate with a passageway. There are 2 pathways, each leading to a separate door.Įnter either door and pull the lever down to open the gate. This is where Saavedro lives and has his laboratory. The glass house is built at the base of the tower on the crater lake. ![]()
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