FAQ/Walkthrough - Guide for realMYST

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realMYST 3D
By Brian Urtz (TempestBreak)


Revision History:

1.0 - First version
1.1 - Added more info on the voltage for the Power Plant, and made some
minor specifications.
1.2 - Corrected some mistakes in the Selenitic and Mechanical Ages. Also
corrected some spelling mistakes.
1.3 - Corrected some mistakes in Channelwood and Rime (submitted by
1.4 - Just a minor change with the Roman Numerals.
1.5 - Due to a couple e-mails concerning the Mechanical Age elevator,
I've added more info on that.
1.6 - A couple more changes brought to light by Ian.
1.7 - Made a lot of additions, corrections, and changes here and there.
Also a new FAQ section.
1.8 - Added more FAQs, made some corrections, and added some stuff in
the e-mail section.
1.9 - Finaly gave some helpful tips on the much-hated note-matching
puzzle in the spaceship.
2.0 - Fixed some small errors and spoilers. BTW - I might be putting up
a small website for Myst info...
2.1 - Some very minor updates - fixed a spoiler, oh, and make SURE to
check out the new section, 'Website'...

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.      FAQs
XII.     Extra
XIII.    Copyright
XIV.   Website <------ !!!ATTENTION!!! READ!


READ THIS! - The point of this guide is to not only tell you how to beat
it, but let you understand what you are doing and why. I am also giving
you the option to partially figure the game out by yourself (just never
look at the help section). And, if you still don't want to use the
strategy guide, just look at the tip at the beginning of the section for
the Age you're having trouble with.

P.S. This guide can also be used for the original Myst, but you cannot
access Rime in that version. (If the frequencies in Selenitic are wrong
see the FAQs section.)

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, Sirrus and Achenar. 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. Its 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

or the following games:

Riven: The Sequel to Myst
Myst III: Exile


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° 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

TIP: If you're stuck, remember that the library tower (behind the
bookcase) will almost always give you the answer. If all else fails, try
the books.

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 matchbox. 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 frustrated,
just take a break. It's good to hold the note for a while and burn it
into your mind.
I got many e-mails about this, here's some advice I give to anyone who
"One way is if no one is around, hum the note to yourself after you play
it and keep humming it until you get it matched, then do that for each
note. Or you could play each not for a long time and get it stuck in
your head until it drives you crazy. Then you might be able to match it.
If none of that works, just try to find a note that could possibly be
off, and move it one notch. Trial and error, just keep at it. Good

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

TIPS: Everything has a purpose, don't overlook anything - even the

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  whichever brother
you want. Achenar is the crazy, "blue" one, with all the freaky
contraptions. Sirrus 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 that 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
lighthouse 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 Achenar'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


VI. Channelwood Age

TIPS: Water is the source of all power. It runs everything here, so use
your ears and follow the running water.

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 too 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 Sirrus's room. In the second bed drawer, the
one on the right, is the second half of the note. Write this down.
Sirrus's page is in the desk drawer and Achenar'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

TIP: Practice makes perfect. Practice rotating the dome with the

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.
Sirrus's page is in a hidden room to the right of the throne, behind the
bottom left corner of the hanging quilt. In Achenar's room there is a
simulator with two levers. This is the dome rotation simulator. 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 level 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 different 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 rotator. Go to the
elevator in the center of the dome. Push the red button on the wall and
go down stairs. Turn the elevator until it is facing you. Go back
outside and push the red button again to get to the elevator. If you are
having trouble with this, like I did, then try lining up the elevator,
and then keep turning it so it's lined up again. 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 simulator to turn the dome 90 degrees(hint: You'll hear a
different 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

TIP: Here, sound is everything.

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
copied 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 (D'ni
Age). If you have the yellow page, go into the green book. If not, get
the yellow page. If you want to see a "bad" ending, enter D'ni without
the yellow page, or return all 6 pages to a brother. (Achenar is the
coolest...he's just plain crazy.)


IX. Rime Age

TIP: Look all around, in every corner.

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 furnace, close the door to let the room heat up (thanks to
Ian for realizing that), 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 push the
RED button. Now go into the 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 Catharine. 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!



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:
Compass Degrees: 135 degrees (the position the Lighthouse is in the
surveying scope)
Channelwood Age

Safe combination: 724
Mechanical Age

Clock Tower time: 2:40
Weight number: 221
The symbols are: 1. The circle with no bottom - 2. Down arrow | Up arrow
- 3. Circle over water - 4. Half-Circle
Rotation: The easiest way to rotate the dome is to put the left lever up
1/3 of the way, then hold the right one for 9 sec.
Selenitic Age

Power Plant Volts: 59 This can be added up with buttons 1,2,3,6,7,8,10
or 4,7,8,9.
These are the button voltages:
  1 = 10 volts
  2 = 7 volts
  3 = 8 volts
  4 = 16 volts
  5 = 5 volts
  6 = 1 volt
  7 = 2 volts
  8 = 22 volts
  9 = 19 volts
10 = 9 volts
Frequencies (in order): Crystal - 18.7, Water - 122.1, Wind 196.3, Fire
99.4, Clock - 44.3
Earth-sub Maze: North-West-North-East-East-South-South-West-Southwest-
Rime Age

Hologram number: 40
Button location: Back of cauldron
Device under library number: 2735
Crystal Patterns: Oh come on, it's right there! Oh well - Twin-Red,
Medium-Green, Multi-LightBlue, Short-Yellow, Fork-LightPurple
Torn Sheet:
            Marker Swit    ch Vault Access
                          Isl    and of Myst

     The vault is locat    ed in very plain view 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" position. The    n go to the dock and,
    as a final step, tu     rn the marker switch
              there to th     e "off" position.

This instructs you on how to find the yellow page. By the way, there are
8 marker switches. Here are the locations:

Switch 1: At the dock
Switch 2: By the big gear
Switch 3: In front of the planetarium
Switch 4: In the courtyard (the place with the sunken ship in a
Switch 5: In front of the spaceship
Switch 6: Outside the cabin in the forest
Switch 7: Next to the generator entrance in the forest
Switch 8: Across the gear bridge at the clock-tower (must complete the
clock puzzle)
Simple Solution:

So you just want to beat the game the easy way and get it over with? Oh
come on you don't really want to read this do you? Okay, well, I'm
warning you, think first before you use this solution...

This is your LAST chance! Turn back before it's too late!

Okay, so you want to use the simple solution? Fine, go ahead.

First, set all eight switches to the "on" (up) position. Next, go back
to the dock and turn the switch there to the "off" (down) position.
Inside the now-revealed vault is the yellow page. Take the yellow page
and go back to the library. Go into the fireplace and turn around. Close
the door (never lock yourself in a fireplace in real life!) and enter
diagram 158 found in the far right side of the second shelf in the
library. Make sure you have the yellow page and go into the green book.
That's it, you beat the game!



Here are the answers to some things that you might be wondering:

Q: What is the difference between Myst and realMYST 3D?
A: realMYST, aside from having the extra Age, Rime, is made completely
in Real 3D, which means you can move 360 degrees (including looking up
and down)and wander off the path when you want to. It also has lighting
(night/day and anything in between) and weather effects.

Q: Is it worth $30 if I already have Myst?
A: If you're a big Myst fan, yes, but it all depends on how much you
really want it.

Q: I have the original Myst and the frequencies in the Selenitic Age
don't work. Why?
A: From what I've seen, the frequencies are different. I don't know why,
but they are on my game at least. Here are the frequencies for the
original Myst game:
Crystal - 15.0, Water - 153.4, Wind 212.2, Fire 130.3, Clock - 55.6

Q: In the forest there is a gravestone that says "Ti'ana". Who is
A: (see end of 'Thanks' section for answer, !!BOOK SPOILER!!)

Q: Are there codes for realMYST?
A: Other then the "simple solution", no.

Q: I can't get the crystal pattern to work in Rime. What am I doing
A: There are several different shapes that look alike, like the tall
crystal and the medium crystal. And there are two shades of blue and
purple, they are both the lighter shade. I'll describe it in more

First crystal: The double crystal shape, red in color.
Second crystal: The medium single crystal shape, green in color.
Third crystal: The crystal shape that has several spikes sticking out,
light blue in color.
Fourth crystal: The small single crystal shape, yellow in color.
Fifth crystal: The crystal shape that starts as a single but looks split
from the top, light purple in color.

If you still can't get it after trying everything, I do have an autosave
file with the correct crystal combination.

Q: What should I see in the portal if I get all of the crystal patterns
A: I'm not going to spoil the surprise, but if you get it right, you
will not at any time see stars. It will be a clear picture.

Q: When I play the game there are solid shapes and blank spots
everwhere, what's going on?
A: It could be that you used minimum installment. Reinstall it full and
that should fix it. Be warned, you will lose you save files if you do

Q: Is that all that's in Rime? The Aurora and the Crystal Machine?
A: Yup. Well, that and that book in that little room, but pretty much.
Sorry there wasn't more, nothing I could do.

Q: My game freezes at, what can I do to fix this.
A: Wish I could help you but I'm not ttoo good at that stuff, sorry. I
COULD give some advise but I won't because it would be plain guessing.
But if it shuts down when you try to pause, then I think you need to
delete your saved games and reinstall, because that's what I had to do.
Was good for me while it lasted though. When I had to answer a question
I didn't know the answer to I had to go through the whole game to find
it because I couldn't load/save, so now I'm even better at the game...

Q: Is it supposed to be foggy in Mechanical?
A: I think so. I can't remember but I've gotten a few e-mails asking
that so it's probably purposful.

If you have a good FAQ then send it in to me ([email protected])
and if I think it's interesting or important, I'll put it in!


XII. Extra

E-mail me at: [email protected] I do have MSN Instant Messanger
and AOL Instant Messanger (**you must use my hotmail e-mail for AIM**
but my screen name is Closed Dimension), so feel free to contact me over
those also.

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.
Myst Help: I have beaten all the Myst games, and I have read all of the
books, so I can help with questions on those.
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 web sites URL.
Complaints: Yes, I do exept complaints, but please state them nicely. I
don't accept rude remarks or insults (see E-mail I don't accept).
Spelling or Minor Corrections: If you see a spelling mistake or
something else and feel like it's too minor to mention, don't worry, I
don't mind at all. Just let me know.

I've gotten a lot more e-mail than I ever expected (when the guide first
came out I think I got about 1 or 2 a day, and fortunatly haven't gotten
any "bad" e-mail), but I really enjoy answering the email. So no I'm not
too busy to answer your e-mail, in fact, I encourage you to send one.

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 (or me).
Major Suggestions: Though there are exceptions, 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!

Also, I'd like to thank Vincent for showing me a couple errors in the
help page (the Channelwood safe combination and the numbers to enter
into the device under the library), and I'd like to thank Hiryuu for
pointing out that I had some of my Roman Numerals mixed up (just to be
clear, I do know my roman numerals, hehe, just one of those mistakes you
make when your lazy), and Ian for pointing out a couple mistakes (like
having to close the door in Rime to let the room heat up and some
clarification on how to get the yellow page.), Travis for finding a
mistake in the Rime entrance code, and of course, Cyan and everyone else
who was involved in creating the world of Myst.

Answer to FAQ in FAQ section (!!!BOOK SPOILER!!! - READ BACKWARDS)
(.koob neerg eht ,in'D ni yug eht si surtA) .rehtomdnarg 'surtA si ana'iT :A


XIII. 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 any web site without asking me first. Just tell me the URL
for the web site and make sure I get credit. DO NOT submit this to a web
site without my permission.


XIV. Website

!!!ATTENTION!!! - My website is now up! It is a very plain, 'boring' 
website, but
it's the content that counts. It is still heavily under construction, so you 
may have
to wait a week or two for anything good, but I strongly encourage you to 
stuff in - save-games, screenshots, Myst-looking fonts, fan-fics, ANYTHING
related to Myst! The website will have info on everything soon, from Myst, 
Exile, and the book series to information on any fan-fics I can get my hands 
on. I
want everyone to send SOMETHING in. Everyone check out the website (I'm 
add more soon, don't worry) and send me something. I'll also have a bounty 
list (not
for money or anything, but you will get your name on the site under the 
given item) if
I get enough people to send stuff. So go to 
members.fortunecity.com/invertigo as
soon as you can!



"Once forgotten, now known to one. Fallen from a distant time into the
hands of a stranger, now upon his shoulders."
- From the K'jed Yah'im

[email protected] - members.fortunecity.com/invertigo

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