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Walkthroughs of Myst IV - Revelation


Myst IV - Revelation Walkthroughs


Myst IV - Revelation

.:. .:.
| Myst IV: Revelation |

- Walkthrough by Coelho Buda (aka Orlando Soares, the.hare@zmail.pt)
- Version 1.1




------------------------------------------------------------------------------
--- A. Table of Contents ---
------------------------------------------------------------------------------
A. Table of Contents
B. Version history
C. FAQs
D. Walkthrough
1. Tomahna
1.1 Day
1.2 Night
2. Haven
3. Tomahna Interlude
4. Spire
5. Tomahna Revisited
6. Serenia
7. Final Considerations
8. Viewer Codes
E. Contributors
F. Legal Stuff




------------------------------------------------------------------------------
--- B. Version history ---
------------------------------------------------------------------------------

Version 1.1 - (08.12.2004) Added some contributions and contributors to the
Guide. Updated the FAQ with some more questions.
(14.11.2004) Corrected some more mistakes. Added a few
contributions as well as updating the contributors list. Added
a memory trigger I had missed in Haven.
(25.10.2004) Initiated FAQ listing. Added more information to
the solution for the Camoudile puzzle in Haven. Added notes
about the missing scale for the Hexagonal pipe and the
Frequency Puzzle in Spire. Added contributors to the list.
Updated the list of sites with permission to host this
walkthrough.
(17.10.2004) Updated list of sites with permission to host this
walkthrough. Added note about French and Portuguese versions of
the walkthrough. Corrected some spelling and grammar errors.
Altered paragraph about the tuning gears in Spire's bottommost
level.

Version 1.0 - Corrected a few more errors. Finished walkthrough. Updated list
of sites with permission to host the walkthrough. (12.10.2004)

Version 0.7 - Corrected some errors. Finished Tomahna Revisited and started
on Serenia. Updated list of sites with permission to host the
guide. (11.10.04)

Version 0.3 - Finished the walkthrough up to Tomahna Revisited. Added Viewer
Codes section. (10.10.2004)

Version 0.0 - Started walkthrough. Laid skeleton for sections. (08.10.2004)

All dates are in European format which means dd/mm/yyyy.




------------------------------------------------------------------------------
--- C. FAQ ---
------------------------------------------------------------------------------

- General questions -

Q: I took some beautiful screenshots but I can't find them on my computer. Are
they only available within the game?
A: No, but you'll have to have the game running in order to be able to extract
them. Once you have loaded a savegame, press ALT+TAB to switch out of the
game. Go to the My Documents folder and inside this one, access the 'myst4-
revelation savegames' folder and then the 'journal' folder. All the
pictures will be there. You'll have to copy them to another folder because
when you exit the game the contents of the 'journal' folder will be erased.

Q: Is there a fast way of finishing the game?
A: Yes, regrettably, but you'll miss out on some beautiful gaming experiences.
The only thing you need to do in order to finish the game is finding out
what your color scheme from Spire is. You don't need a Spirit Guide and you
don't need to set foot in Haven (as long as you know the movements to set
Quetzy free and those you can find in here).

- Haven -

Q: I have tried your solution for the Camoudile puzzle in Haven, but it
doesn't work. Are you sure it is the right one?
A: Yes, my solution is working, but you need to apply it to a puzzle that
hasn't been touched yet, that is, the puzzle must be in the initial state
for the solution to work properly. If it isn't, you'll need to reset the
puzzle.

Q: How do I reset the Camoudile puzzle?
A: Return to Achenar's hut in the middle of the lake and enter it. This is
very important: you must actually enter the hut, not stand outside of it.
Only entering the hut will reset the puzzle.

- Spire -

Q: When I zoom in on the lock where the Nara Knight chess piece should be, it
is empty. What do I do?
A: Don't worry: it might seem like it isn't there, but the piece is present. I
had this happen to me on my first run through the game, but when I returned
from the bottommost level after tuning the cables, I tested the Nara
frequency and as soon as it was set the lock started vibrating. On zooming
in, the Knight chess piece was there.

Q: I have tried to use the solution for the Frequency puzzle in Spire, but it
isn't working. What can be wrong?
A: Before you start setting frequencies, remember that the cables have to be
tuned.

Q: I've tuned the gears, but when I set the first frequency nothing happens.
A: It might be that you haven't tuned the cables correctly. Remember that the
first positions in which the indicators on each gear are initially, count
as number one, so when you pull them down to the correct positions (4th,
3rd and 7th) you only have to move the first indicator 3 spaces down,
the second indicator 2 spaces and the third indicator 6. Once tuned,
using the sliders upstairs in the correct frequencies produces a more
melodious sound.

Q: The gears have been correctly tuned, but the blue crystal lock stops
vibrating as soon as I change it to the stone frequency.
A: The second setting for this crystal is 1. Unfortunately, when you are
coming down from the second setting for the previous crystal (which is 12)
the selector has an annoying tendency to slide to 0 instead of 1. As this
isn't the correct position, as soon as you change it for the next crystal,
the blue one stops vibrating. So you have to be a little more careful when
setting this frequency.

- Serenia -

Q: What are the names of the Protectors?
A: They are, in order of appearance, Anya (Water), Yannin (Fire), Caradell
(Wind), Zanika (Fire) and the twins Raeane and Moiri (Wind and Water).

Q: Caradell (the middle aged Protector) is not appearing. What must I do?
A: Caradell will only appear after you have made several things, namely,
meeting Yannin and releasing Quetzy from the water control wheel in Stone
Plaza.


Will post more as I come across them.





------------------------------------------------------------------------------
--- D. Walkthrough ---
------------------------------------------------------------------------------
Hello. Coelho Buda here (or for those familiar with the Guild of Greeters,
Rabbit). Myst IV: Revelation marks the return to the node system, which means
you haven't the freedom of movement that is available in a true 3D
environment, but each node can behave as if it were 3D. If you have played
Exile, this system is just like the one used there.

As always and as in my previous walkthroughs, any contributions will be gladly
accepted, ^_^ and can be sent to my e-mail. This walkthrough has been
translated to French by Nootilus from the Guild of Greeters and there's also a
Portuguese version done by me.

Warning: This walkthrough contains major spoilers. It could seriously affect
your enjoyment of the game. I do not give out hints or nudges. I simply state
how a given puzzle should be solved. That said, read on at your own risk.


So without further ado, on to the game itself.




-------------------
1. Tomahna
-------------------

The game begins with you inside a tram with a cute little girl. This is
Yeesha. Listen to her speech and enjoy the tram ride. When you are close to
the end of the ride the tram will halt and Yeesha will invite you to take a
picture of Tomahna (the Age you are in) to remember it when you are gone.
This is a way for the game to tell you that you can take picture shots of
the environment which will be very helpful throughout the game.

To take a picture, click the imager icon (leftmost icon) on the bottom bar.
This will make the game toggle to camera mode. Click the left mouse button to
take a picture and the right mouse button to close the camera mode. While in
camera mode you can move the screen around to select what you want to
photograph. Once you are done, enjoy the rest of the ride. When it ends,
Yeesha will leave you alone outside the Observatory.

-------------------
1.1 Day
-------------------

Once you have full control of your character, look around you. The game has
beautiful graphics. Watch the pretty birds fly by. Before proceeding look to
the left and down near where you exit the tram. There's a button to call the
tram and below it a symbol. Get a close up of the symbol below the lever and
take an imager shot to refer to it later.

Continue forward and pull the lever on the right to open the door to the
Observatory. Enter it. Go up the small flight of stairs to the right. This
room has a lot to be discovered. Some of the items that can be found here
include an orrery (a clockwork model of the solar system), several operable
drawers with writing materials, crystals and bottles and also small cabinets.

Continue forward to trigger a sequence with Atrus explaining why he brought
you here. It will trigger the first puzzle and your first choice: you can
choose to follow Atrus instructions and solve the puzzle or do nothing. The
end result will be the same: the Viewer will overload causing a short-circuit
to the entire Age.

To solve the puzzle you'll need to overlap a wave sign over one provided by
Atrus in the machine behind you. This is done by manipulating two signals: a
red and a green. The slider on top selects the signal and the knobs below
alter the signals amplitude (how high or low it sounds), frequency (how fast
or slow it cycles) and phase (how far ahead or behind in relation to the
pattern signal it is).

You will need to do this for the two prison Ages: Haven and Spire. It's
relatively easy if you follow the instructions Atrus gives out. If you find it
too hard, as I said above, you can always choose not to do it.

Once you're done, there will be a small explosion and Atrus will go off to
Rime (another Age) to find some materials to repair the viewer. He will leave
you with a list of things to do while he's gone. You'll have your work cut
out for you here in Tomahna. Here is what you need to do:

1 - Restore full power to the Age by closing the gates at the water facility
2 - Look up the combination for Rime in Atrus' journal so you can contact him
later
3 - Turn on the roof antenna
4 - Keep an eye on Yeesha

Let's start with the journal which is in a drawer next to the calibration
machine. Pull the drawer out to open it, close up on the journal and pull the
cover to the left to open it. Read the journal. Make a note (or take a
picture) of the colored crystal code for Rime. I'll put it here in terms of
colors and slider positions you will need to select when the time comes and
explain what this means when you get to the Viewer.

Rime code: Red 6, Cyan 3, Yellow 8, Green 8, Blue 2

Walk to the other side of the room. In the middle you will find stairs leading
down to an elevator. Get a close up on the lever that opens the elevator and
take a picture of the symbol below.

Continue past the viewer and climb up the small flight of stairs. There are
three security cameras here (not working because there's no power) and two
maps on the wall to the right. The first of these maps out Tomahna and the one
below is a sketch for the Telescope. Continuing forward will lead you to the
Telescope chair. The chair has a button that makes it transport you up to
where you can turn on the antenna. As the power is still out, there is no way
of getting there now. Return to the elevator and pull the lever.

Enter the elevator. Fortunately there's enough power to operate it to the
middle level. When the ride finishes, use the lever on the right to open the
door and exit. Proceed along the walkway to the first conservatory. There's a
ladder leading down to the bottom of it. Climb down and take a picture of
Atrus' Family Tree (written in D'ni). The lamp in the middle is not working
because there's no power. Return upstairs, cross to the other side and exit
the conservatory. Yeesha will beckon you from the other conservatory to come
and see something.

Before going to her, you can step into the Botany Lab and explore. To the
right of the entrance, there are some pressurized chambers. There is a symbol
on the wall of the closest one to the entrance. Take a picture of it. On the
table in the middle, there is a book with diagrams of butterflies and a
microscope that shows a close up of a leaf.

Opposite the pressure chambers, there's a small cabinet with a Venetian lid.
Open it to reveal a power box. Notice all the glowing symbols below the
columns? Each corresponds to a place in Tomahna and you have been taking
pictures of them so now you know at least what three of those columns refer
to. There are two symbols glowing red. These are the ones that correspond to
the gates at the water plant. For now, leave the power box.

Continue exploring the lab. You will find some beetles inside a glass case.
You have another choice here. You can leave the case alone or open it. This
will affect the way Yeesha reacts to you a little later on when you return
here. If you set them free she will be upset with you. If you leave it as is
she will comment on her experiment and that she has to report the results to
her father.

Past the fireflies, there is a door at the back. It is closed and will remain
so until you can open it from the other side. To the right of the door there
is a workbench. In a drawer you will find Catherine's Journal. Read it to find
out more about what is going on. Further to the right, it's possible to open
one of the chambers to see one of Catherine's flowers up close.

When done, exit the Botany Lab and continue to the second conservatory. Yeesha
will show you a salamander (if you took to long in getting here, the
salamander might be gone be the time you get here though) and talk about her
necklace, Serenia (another Age) and her two brothers. That necklace will
become very important throughout the rest of the game. For now though, exit
the second conservatory.

There's a fork here. The left path leads to Atrus and Catherine's bedroom and
the right path leads to the water plant. Take the left path to the bedroom.
This is one of the few opportunities you'll have to explore the bedroom by day
(although you will not be able to do much as there is no power yet). Before
you enter, notice the plaque on the floor outside the entrance. Close up on it
to see something from Uru.

The walkway continues to another platform on the left with two levers. Again,
as the power is still out, there is nothing to do here. This means that the
rest of the Age is off limits for now. Return to the bedroom and explore a
bit.

There is a note on the right bedside table (take a picture), a lamp on the
left bedside table, a desk with a lamp and some drawers and a fireplace with a
picture above it. Opening the central top drawer on the desk reveals a note
explaining how to turn on the code panel inside the fireplace. As there's no
power you can't do that yet. Exit the bedroom and go to the water plant by
returning to the second conservatory and taking a right at the fork (with your
back to the conservatory).

Climb down the stairs to the Gate controls. Notice the two glowing red
symbols. These are the same symbols as the ones in the power box. Reset the
gates by pulling the middle lever. Now return to the Botany Lab. You can use
Zip mode if you prefer. To use Zip mode, click on the lightning bolt icon
(the rightmost icon at the bottom of the screen), and then click on a
destination from the little vignette strip.

When you arrive at the Botany Lab, Yeesha will be there. Enter the Lab and she
will make fun of her father and tell you about the Power box. She'll tell you
that you need to have the green light on top of a column lit up to have the
power restored for that section. She will also say that she isn't allowed to
touch electrical things so, it will be up to you to get things working again.

She will then proceed to the glass case with the beetles. If you take a step
toward her, depending on what you did before, her reaction to you will reflect
your choice. When she leaves, go to the Power box.

Open it. Right now, the observatory and the elevator have power. The red
glowing symbols for the water gates are off (you reset the lever at the water
plant). The panel in front of you has two rows of buttons and a switch on the
left side (this acts as a reset for this puzzle). There is a button on the
right that is used to transfer power. What you have to do now is transfer
enough power units from the working sections to the water gates so that you
will then be able to turn back on the generator for the whole Age.

Columns from left to right correspond to: Observatory, Living Quarters, Left
Water Gate, Right Water Gate, Elevator and Botany Lab. The first row of
buttons sets the column to transfer from and the second row of buttons sets
the column to transfer to. Select a button from the first row, then select a
button from the second row, then hit the transfer button.

To activate the gates follow this sequence:

From column To column
1 3
3 5 left gate turned on
1 6
5 4
4 6 right gate turned on

------------------------------------------------------------------------------
Note: The above solution was sent in by Marjory Gearhart. The original
sequence I used, is posted below as a reminder that there is more than one way
to solve a puzzle, even if you take the long way to get there! ^_^

From column To column
1 6
1 3 left gate turned on
6 1
5 6
6 1
1 2
2 6
2 4
5 4 right gate turned on
------------------------------------------------------------------------------

When you are done, the gate symbols will glow cyan and the Power box lid will
close. Return to the water plant and the symbols should be glowing white. Take
a moment to save, because this is the last time you will be seeing Tomahna by
day. Press the button on top of the controls to open the water gates. The
water starts flowing, powering the dynamo wheel and creating electricity.

Turn around and climb the stairs. At the top you will see Yeesha crossing the
walkway and waving to you. Go forward to trigger a sequence. An earthquake
will happen (make that a Tomahnaquake ^_^), you will fall down and be rendered
unconscious . When you come to, you'll be in...

-------------------
1.2 Night
-------------------

Tomahna by night. Wow, amazing and gorgeous! Pity that in coming to, you'll be
a little woozy, hence the distortion to your field of vision. Maybe you bumped
your head somewhere or those green fumes had something to do with it. Anyway,
climb up from here as this helps to clear the old noggin. You can only climb
to the side of the Conservatory. If you make a detour to the Botany Lab and
take a peek at the Power box you'll see that the whole Age is now powered.

You can get to the bottom of the first Conservatory and turn on the lamp
there. It can be tilted to light up the Family Tree, so you can take a better
look at it. Climb up, exit the conservatory and proceed to the elevator.
Return to the Observatory to check on Atrus.

Exit the elevator and turn left. Go to the security cameras (you can get a
close up on them if you want to and see different areas of the Age). Now that
the power is on and it's dark you can see a lever with a light on the handrail
behind you. Pull the lever to open the roof of the Observatory.

Continue to the Telescope chair. Sit on it, tilt around a bit and press the
button. Once it reaches the top, get close up on the telescope. You can move
the view around using the two small wheels and get a look at the moon. All you
need to do here though, is turn on the antenna by pressing the button with the
windmill symbol on top of the right wheel.

Exit the close up, press the red button and exit the chair. Return to the
viewer in front of the elevator. Time to contact Atrus. Get a close up on the
viewer console. You'll see five compartments with a button in front of each
one, another button below these, a monitor showing static, a color wheel
selector and a slider with nine positions (0 being the first).

Each of the slider positions corresponds to a different crystal and each of
the color wheel positions can be used to produce different color crystals.
Pressing a button in front of a compartment places the corresponding selected
crystal there.

So, to input the code for Rime (as in the sequence I mentioned earlier), do
the following, pressing the button in front of each compartment, left to right
after a crystal has been selected:

Place slider on slot 6 (initial position is 0), color wheel stays on Red;
Place slider on slot 3 and color wheel on Cyan;
Place slider on slot 8 and color wheel on Yellow;
Place slider on slot 8 and color wheel on Green;
Place slider on slot 2 and color wheel on Blue.

Once you are done, press the big button below the compartments to listen to
Atrus. He can't leave Rime due to an electromagnetic storm. What he says next
is very important:

1 - Go to his bedroom and press the button on the desk to discover his
commentaries on Haven and Spire
2 - Tell Yeesha not to forget her homework.

OK, so on to Atrus' bedroom. Exit the viewer and go to the elevator. Select
the bottommost position. Enjoy the ride to the other side. As the walkway was
destroyed during the quake, the elevator is now the only way you can cross to
the other side. You'll arrive on the platform that was on the left of the
bedroom. The switch at the end there can now be operated to swing a pivoted
bridge from the Yeesha's bedroom to this platform. The pivot point being the
platform outside the Kitchen area. For now, let us examine the bedroom.

Go to the desk and turn on the lamp there. Open the topmost central drawer and
press the square central button below it (this button won't work if the drawer
is closed), to open a panel revealing two books: one for Spire (red) and one
for Haven (blue). Besides some more background information, you will find
viewer codes for both Ages, which I reproduce below:

Spire code: Green 1, Blue 7, Red 8, Yellow 4, Cyan 5
Haven code: Blue 2, Red 8, Purple 1, Green 5, Yellow 6

------------------------------------------------------------------------------
Note: you could now return to the Observatory and input the codes to see a
static image of each Age, following the same method I explained for the Rime
code. However, other than being pretty pictures these do not add any relevant
information to the game (other than showing a little more of the trickery
Sirrus is capable of, which you'll learn later on). So I won't include it as a
must do, but mention it here so you can do it if you want to.
The viewer for Haven shows a shipwreck and the viewer for Spire shows some
crystal statues, much like the picture above the fireplace in the bedroom.
------------------------------------------------------------------------------

Cross the room and turn on the lamp beside the bed. Then turn around and go
into the Fireplace. The game will take over and you will discover Yeesha's
Memory Amulet which will flash whenever a memory (read: clue) is present at a
given object or location like it's doing right now. Press the icon of the
amulet to see a short movie of someone trying to grab Yeesha. For now, do
nothing inside the fireplace. Exit to the bedroom and take a look around with
the amulet.

You'll get a reaction at the close up view of the painting and you can use it
on both of the books. It will work as an audio book in the voice of the person
who wrote the book. Exit and go to the plaque on the floor in front of the
bedroom. Another reaction here.

Onwards to the Kitchen area. Go to the platform next to the bedroom and turn
the switch. The gangway will swing round to this platform. Cross to the other
side.
Approach the table on the outside and get a close up on the book. Use the
amulet. Take a picture of the book (you'll be needing those translating skills
in a bit) and notice the notepad on the right. If you translate what it says,
you'll find it's Yeesha's name (she's been practicing). Enter the Kitchen.

Explore the area. There's a fireplace with pictures of the boys on the mantle.
To the right there's a picture of Atrus and Catherine and towards the back
you'll find the food preparation area. The amulet reacts on the stove (which
can be operated). Above the stove there's the symbol for this area (no longer
needed, but nice to see consistency within a game). Behind you, the water
faucet is also working. Also, the pots and pans over the sink will react to
touch, and the two on the left will trigger memories with the help of the
amulet (thanks to Scott for this).

Continue to the front of the Kitchen to see Yeesha's picture on the right wall
and a chess set to which the amulet reacts. These pictures, along with the
family tree, the D'ni alphabet book, the note in the bedroom and something
else Yeesha will say in another memory are the key to another puzzle you'll
have to tackle later on. Exit this area and move the gangway. Notice that
there's an area below the one you are about to go to.

Continue forward to Yeesha's bedroom. On the left there's a toy (a table with
balls, pins and holes that can be tilted) and a bookcase. On a close up, you
can see an Age book and a paper with the print of a hand. The books on the
shelves all have names (written in D'ni) and five of them can be pushed at a
time. This is the puzzle I was referring to above, but it is still too early
yet to solve it.

On the writing desk, you'll find a crystal sculpture to which the amulet
reacts. There's also an orrery above the desk. To the right of the desk is
Yeesha's bed and a dress to which the amulet also reacts. Finally, there's an
aquarium on a stand near the door. Exit the room and return to the platform
with the elevator. Use Zip mode if you want to.

------------------------------------------------------------------------------
Note - There are some things that you can do now if you want to:

- The pillow on Yeesha's bed can be moved to reveal her Journal. I choose not
to do it at this point, as I will be coming back later and the Journal will be
on the top of the bed then.

- If you want to see some more amulet reactions here's a list of places where
you will get them:

Below first conservatory: Family Tree picture
Botany Lab: flower inside pressure chamber; Catherine's Journal;
Power Box
Observatory outside: symbol for Observatory below tram call lever
Observatory inside: Atrus' Journal; Viewer console; Security cameras;
Telescope.

Again, as with the Viewer codes for Haven, Spire and Serenia (when you get it)
these are not crucial to finishing the game but they definitely add to the
atmosphere.
------------------------------------------------------------------------------

Enter the bedroom and go to the fireplace. Close the panel by pressing the
button in front of you. The objective of this puzzle is to light up the tiles
that the lasers are pointing at. Tricky part is that when you press a button,
it lights up four buttons at a time: above, below, right and left. Here's a
diagram of what has to be lit and another one of the order and which buttons
to press in order to light the correct tiles.

OXOOOOOO
XOXOOXOO
OXXXXOXO
XXXXXXOX
OXXXOXXO
XOOOXOXX

X - lit tile O - unlit tile

OOOOOOOO
O5OOOOOO
OOOOO3OO
OO74OOOO
6OOOOOO1
OOOOO2OO

O - do nothing number - press tile in this sequence

If you make a mistake, pressing the button below the panel will reset the
puzzle. When you are done, the game will take over and the elevator will
descend. Exit the elevator. Climb down the small flight of stairs and get a
close up on the Age seal made of Nara. Use the amulet to trigger a memory.
This is the area that blew up, releasing the noxious green smoke and which
destroyed the walkway above.

Turn around and pull the lever to open the chamber. Enter it. Once inside pull
the small lever on the right to close the chamber and open the linking books.
Left one (red) leads to Spire and right one (blue) leads to Haven. Let's deal
with Haven first. Touch the linking panel and enjoy the flight.


-------------------
2. Haven
-------------------

You arrive on Haven inside a chamber that is literally falling apart. This was
a communication cell with a divider wall to prevent Achenar from reaching the
linking book for Tomahna, which is behind you inside a stand. Apparently, it
didn't work. Close inspection of the debris on the floor will show what
happened. Some high pitched frequency destroyed the divider wall.

To the right, there's a tray that can be tilted to transfer items between the
two sides. Inside, you'll find Yeesha's satchel which triggers a memory of her
running away from someone. There's also a pipe that can be pushed up to blow a
horn that was probably used to signal Achenar so that he would know he had
visitors. When you are done, go outside.

Continue forward until the path is blocked. Move the little crab away (if it
is in the way) and move the stone aside. Behind it, there's the top half of a
broken crystal figurine. It triggers the amulet. Use it to see the brothers
fighting each other. Turn around, walk forward and turn left. There are two
paths here. One leads to the back of the linking chamber which is filled with
some sort of structure and the other is a tunnel into the cliff. Take this
one.

At the top you will see a drawing of a gargantuan creature (a Cerpatee as you
will find out in a bit). To the left there's a rope ladder leading down. To
the right there are two paths: one leads up and offers an aerial view of the
island and the other leads to Achenar's camp. Go down the ladder on the left.

The path leads to the shipwreck you saw when you linked in. To the right, near
the beginning of the "pier" there's a totem. Approach it and get a close up.
Use the amulet. When you are done take a picture of the symbol on the totem
and associate this totem with the Cerpatee animal (this is part of a puzzle
that needs to be solved later). Return to the beginning of the "pier" and go
forward. On your way to the wreck, there's a scene where some crabs eat a
fish.

When you get to the wreck you'll be faced with this Age's first puzzle.
There's a wooden box inside the elevator, four cannonballs outside and to the
left and down from the elevator there's another box (the counterweight) with
four more cannonballs nearby. What you need to do here is figure out how to
take some cannonballs up in the elevator with you, in order to trigger a
pressure plate in the upper floor to make a further gangway elevate.

Go to the counterweight box and move 3 cannonballs into it. Return to the
elevator. Pull the box outside and move 2 cannonballs inside it. Push the
wooden box to the elevator and follow it inside. Turn to the right to see the
commands for the elevator. Wind the counterweight (by rotating the wheel) and
release the brake (lever to the right). The elevator will go up.

At the top, push the wooden box forward. Wait for the gangway to rise and
cross to the other side. Once inside the ship proper, you can either go up or
down. Go down first, by taking the rope net at the left hand side. This leads
to Achenar's work area. At the end, the amulet will react to the stuffed
Karnak above the work table.

There's a diagram on top of the work table. Take a picture of it. It tells you
which animal eats what and will help you establish a pecking order (needed for
the puzzle that also uses the totems). Enter the room off to the side at the
back. The amulet reacts to the tools on the table. There's also a tube with a
rubber reservoir at the end. Squeezing it releases a green cloud of the same
stuff that made you woozy back in Tomahna. Looking around confirms that
Achenar is one very disturbed person.

Return upstairs to the middle level. Take the ladder upstairs. Once up there,
you will be greeted by a Karnak eating a fish. Notice it's hind paws. You can
correlate this information to the picture you took downstairs. Now, before
entering the ship, continue forward to the end. Turn to the right and rotate
the leftmost gear. This will unfurl the sail and show you a map of the island
along with the territory each animal occupies. It will also trigger a memory.

The five animals are represented here: the Cerpatee at the top, below it the
Mangree and to the right of the Mangree, the Camoudile. Below the Camoudile is
the Zeftyr and to the left of the Zeftyr is the Karnak, our fish eating
friend. Take a picture and when you are done, push the wooden tab to the right
of the gear to collapse the sail.

Enter the room to the right, and turn right. Examine the treasure chest to
trigger a memory. Now go to the other end of the room and examine Achenar's
first journal. You can use the amulet for a voice over. Here you will learn
the eating habits of the Zeftyr, the Camoudile and the Mangree, along with
their names. Further along will come the Karnak (a scavenger) and references
to the fifth creature.

When you are done, return to the pier. To lower the elevator to the pier, just
touch the metal tab next to the winding gear for the counterweight. Then,
retrace your steps to the top of the cliff. Now, take the path to the right
that leads to the aerial view. You'll see a red flag waving in the distance
and a wooden structure to your left. This jungle is a maze and you need to
navigate it. Climb down and go to the camp area. Approach the tent to trigger
a cutscene.

A Zeftyr will run out and you will use the tent as an hang-glider to pursue it
(I choose to think we're not running away from it in abject terror ^_^). It
proves smarter than you, as it hangs back just below the base camp and watches
you crash land. You then wake up with a Mangree looking over you. This scene
is also important as it contains a clue to another puzzle. You will hear a
Mangree screaming: high then low then high again. The one looking over you
will become alerted, just in time to escape the Camoudile that bounds over you
in pursuit of a hot meal!

When you get up, I suggest you do some exploring. It's very hard to give
directions here in the jungle as there aren't many reference points I can use,
so if you know the places I'm talking about, this will be much easier. Look
down to see some prints. Zoom in and the amulet will react.

Right now you are in a three way fork with the tent remains to your left. The
Camoudile came from your right. Take the path in front of you. Walk to the end
of this path. You will see a Mangree jumping from a tree to another one across
from it and hear the warning call again: high, low, high.

Go forward again and you'll arrive at what seems to be a dead-end. There's the
hunting post Achenar mentioned in his journal. You can push the red plants
aside. Do so and this lets you continue to the hunting post. Climb up.

Turn around and pull the cover down. Another diagram that helps establish the
pecking order. Take a picture. The pile of bones to the left triggers a
memory. Now, observe the three wheels in front of you and the Mangrees in the
distance. Do a close up and you'll see they are playing with the Mangree
totem.

Unfortunately, one of them is always covering the symbol. To make them go away
so you can take a picture of the symbol you'll need to reproduce the sound for
the warning call using the wheels in front of you. This includes not only the
pitch, but also the duration which is long, short, long.

Sorry I can't be of further help, but this is something you'll have to
practice until you get it right. It also serves as practice for a puzzle with
the same principle later on. I normally manage it by doing 3/4 of a turn for a
long duration and 1/4 of a turn for a short one.

------------------------------------------------------------------------------
Note: Frobotz has sent me this note in case you are having trouble with the
timing on the wheels:

"[...] it is a LOT easier if you double the values you gave i.e. 1.5 not 0.75
and 0.5 not 0.25."

I never had any trouble with using my values, but these might work for others.
As long as the ratio between the two durations is maintained (long being 3
times what you use for short) it should present no problems.
------------------------------------------------------------------------------

In this particular case, you'll need to turn the rightmost wheel first (3/4 of
a turn), then the leftmost one (1/4 of a turn) and then the rightmost one
again (3/4 of a turn). You also shouldn't take too long between changing
wheels as this can affect the sound reproduction. When you have managed to
reproduce the correct sound, the Mangrees will go away. Take the picture of
the totem and climb down from the post.

Return to the three way fork and take the path with the tent remains. You'll
see and hear a Camoudile up there stalking prey. Continue forward. At the
intersection, turn left. Continue forward. You will pass by a Karnak on your
right and going forward from there will lead you to a gate. Zoom in on the
panel to the left. Use the amulet. You'll learn what you need to do to solve
this puzzle.

Open the panel by pulling on the bottom central area (where there seems to be
a wood tab). The objective of this puzzle is to get the hammers to rest on the
white pins without the hammers themselves being inside the sliders. The
solution is listed below. As there's no way to reset the puzzle, save the game
before you start solving it to prevent headaches (trust me on this one...)
In the solution, a letter followed by a number, an x and a direction means you
have to move that slider a number of holes in the direction indicated. The
second move means: move the middle slider two holes to the left.

t - top slider
m - middle slider
b - bottom slider
lh - light hammer
dh - dark hammer

Step by step moves:
lh down
m 2x left
lh up
dh up
m 1x right
lh down
dh down
m 1x left
lh up
t 2x right
dh up
m 1x right
dh down
lh down
m 1x left
lh up
t 1x right
dh up
m 2x right
lh down
dh down
m 1x left
lh up -----> upper lock done
b 2x left
dh up
m 1x right
dh down
b 1x left
dh up
m 1x right
dh down ---> bottom lock done

At the end of this, the gate opens. Go forward to enter the lake area and the
Karnak habitat. Zoom in on the lake to trigger a memory. Turn around, zoom in
on the totem and trigger another one. Take a picture of the symbol. Now climb
down the trail to the intersection where you saw the Camoudile. Instead of
going right and returning to the tent remains trail, go forward. You will find
a trap on the left side of the trail. Use the amulet to trigger a memory.

If you continue forward, you'll arrive at base camp. Turn around and return to
the intersection. Turn left to the path with the tent remains. Take it. Pass
the three way intersection and this time go forward. You can use the Zip mode
to get there faster. You'll arrive at another intersection. To the left there
are two Zeftyrs feeding. Turning right leads to the swamp area.

Take the left path to visit the Camoudile habitat. You'll witness an attack in
which the Camoudile kills a Zeftyr. Pass the feeding Camoudile and the tree
stump and turn around. There's a Karnak waiting for its turn at the carcass
and an axe imbedded on the stump. Use it to trigger another memory.

Turn around and go to the end of the trail. Turn left and a Camoudile will try
to attack you. Fortunately for you (and unfortunately for the poor beast) the
poisonous green gas the nearby plants emit will render it unconscious and
probably give it a very bad headache, which is good, as it matches the one
you'll also feel as the vision blurs yet again.

Wait for your vision to clear and zoom in on the left plant. Trigger another
memory to learn about the proprieties of the gas and what a sadistic person
Achenar is (not that it needed any more confirmation). When it ends, leave
this place and go forward one screen. Take a right detour here to discover the
Camoudile totem.

Proceed to the end of this little trail and turn right at the huge boulder.
The totem is behind it. Take a picture and trigger the memory. Now return to
the intersection where you saw the two Zeftyr eating. Climb the path to your
left (when leaving the Camoudile habitat) and you'll see two Mangrees running
away from a Camoudile. You'll also hear the Mangree warning sound again (just
in case you hadn't figured it out yet).

Proceed forward to yet another intersection. The path on the right leads to
the Gate area (Karnak habitat) and the path on the left with the wooden planks
that leads to the swamp (Zeftyr habitat). Take the left path. Enter the swamp
and keep going until you get to a stone with prints on it. There's also a
small frog-like creature.

Zoom in on the prints to trigger a memory. At the next intersection, turn left
to find the final totem, the Zeftyr one. As before, take a picture and trigger
a memory. Return to the last intersection and this time take the right fork.
This leads to the bridge puzzle and this is the one that requires all the
information you've been gathering so far.

Climb up and go to the right. Touch the handle on the pulley hanging from the
wooden beam to lift the cover from the bridge lock puzzle. After solving this
puzzle you can return here by pressing the lever to the right when approaching
the bridge from the other side (not that you need to, but it's a convenient
option if you want to soak up the environment some more). You'll have to enter
the combination again though to lower the bridge once you are on this side.

The lock has five tubes that look like flutes and each tube has a symbol
viewer. Below the lock there's a pyramid just like the one in the hunting
post. To the left there's what looks like a wooden fan that will lower the
bridge once the correct sequence has been chosen. One of the viewers is
broken, so you'll have to use the ones either side of it as your reference for
setting it to the correct symbol.

The objective here is to organize the various animals, represented by their
symbols, in descending pecking order. From the eating diagram in the wreck and
the diagram at the hunting post, the order is Cerpatee, Camoudile, Mangree,
Karnak and Zeftyr, logic being carnivores first (in order on size) then
omnivores (Mangree and Karnak, with the Mangree being more intelligent) and
finally herbivores (Zeftyr). With this in mind, set the tubes like so:

1 - three holes showing (blank square)
2 - two holes showing (three triangles on the vertex of a big one)
3 - five holes showing first so as to set the fourth tube and then reset to
initial position (four leaf clover)
4 - five holes showing (four squares)
5 - four holes showing (letter s rotated 90 degrees)


Pull the wooden fan and the bridge will lower. Cross to the other side and the
bridge will rise again. Enter the hut on the left. There are quite a few
things hidden here and all of them will come in handy very soon.

Open the trunk nearest to the door to find some pulleys and diving gear.
Proceed to the next trunk and open it. Look at the inside of the lid. Take a
picture of the drawing with the Mangree and the squares with dots and
markings. Approach the bed. Use the amulet on the shirt and on the second of
Achenar's Journals.

From this you'll learn the name of the Cerpatee, and that Achenar seems to be
repenting and is on the road to redemption. You also discover that he has
given all the Mangrees names. You've already found one inside the trunk. Go to
the desk and unroll the piece of paper at the top of the small writing pad.
Take a picture of White Beard's name.

Turn around and climb up the mast. Examine the telescope and have a look
around. When exiting the telescope open the notepad next to it and trigger a
memory about Achenar and the perils of over hunting a species. There's another
Mangree name on top of the table. Take a picture. Use the amulet on the box
next to the drawing. Look at the painting on the easel. Lift it up (you can't
be in zoom mode to do this) and you'll find the final name behind it. Zoom in,
take a picture and trigger the memory.

Return downstairs and exit the hut. Turn left and continue to the jungle. Walk
to the end of the wooden walkway until the nasty Camoudile starts snapping at
you. Turn left and proceed to the hut at the end. Climb up. Watch the
Camoudile enter this clearing and the Mangrees running for dear life. Notice
the wheels in front of you. They are just like the ones in the hunting post.
Turn around and examine the diagram hanging from the ceiling. Trigger the
memory. Turn around and take a picture of the fruit throwing call.

OK, what you have to do here is get the Camoudile to fall into the pit and
have White Beard throw a fruit so that it will hit one of those poison plants
which in turn will release some gas and render the Camoudile unconscious.
White Beard has to be the one doing the throwing because he is the only one
who is accurate and strong enough to do it. Unfortunately, moving the Mangrees
around involves using the wheels to simulate their names and the game is a
stickler for precision. Feel free to turn around and bang your head against
the nearest wall. ^_^

Save your game and prepare yourself for probably the most infuriating puzzles
in this whole game. Each of the names you have been collecting is made up of
two tones. As in the other puzzle, there are high and low tones and also a
middle one. There are two lengths: short and long. A square means short and a
rectangle means long. The names are written from top to bottom, so to call a
particular Mangree, begin at the top line and work down. If you need to reset
the puzzle at any time, walk back to the hut in the middle of the lake, enter
it (if you don't enter the hut the puzzle doesn't reset) and then walk back
here.

When you are ready, here's the sequence:

Letters A through E denote stations; P denotes Pit.
Number - denotes wheel to use, numbered left to right
1/4 or 3/4 - denotes length of signal


C
B D
P
A E

Mangree moves Camoudile moves
Free Station from to from to
1 1/4 3 3/4 E A E D E
3 3/4 2 1/4 A B A E A
1 1/4 3 3/4 B E B A B
1 3/4 2 3/4 E D E B(P)E

This gets the Camoudile in the pit but White Beard isn't in the throwing
station yet

2 1/4 1 1/4 D C D E D
1 1/4 3 3/4 C B C D C
3 3/4 2 1/4 B A B C B
1 3/4 2 3/4 A E A B A
3 3/4 2 1/4 E B E A E

I strongly suggest you save your game here, unless you want to redo the whole
thing. You'll have very little time once the Camoudile is in the pit to throw
the fruit

1 1/4 3 3/4 B C B E P
3 3/4 1 1/4 2 1/4

The Camoudile is put to sleep. Climb down and return to the end of the wooden
walkway. Climb down the ladder and you'll be greeted by a Mangree and see the
sleeping Camoudile in the pit. Follow the path to the right and climb the
wooden post at the end. This nest is filled with Mangrees. There's a compass,
some shirts and linens. Zoom in on the shirts and trigger the memory sequence.

Turn around to the left and zoom in on the plant leaves with the drawings.
This is the solution to one of the puzzles in Serenia and also the solution
needed to finish this Age. It says you'll have to stroke the bottom stripe of
the third coil of a flying snake (you'll see it in just a bit) four times to
the left and then pat it on the head when it awakens. I shall name it Quetzy
(short for Quetzocoatl).

Follow the path of leaves to the end. If you turn around you'll notice you
have quite a following. The Mangrees seem to have taken a liking to you. Sit
in the chair and look right and down. Zoom in on Quetzy and trigger the memory
to see Achenar doing what is needed to wake it up. Repeat what he did when the
memory finishes. It will seem like Quetzy is going to attack you but never
fear. Once it's gone, touch the lever. The chair will start moving and a
passenger will join you for the ride.

Once the chair stops, return to the linking chamber. If you go back to the
chair, zooming in on the lever and triggering a memory replays the ride. Once
inside the chamber, link to Tomahna.




-------------------
3. Tomahna Interlude
-------------------

On linking back to Tomahna, you will see Achenar outside Yeesha's bedroom. You
will see him using a linking book, which then falls to the deck below the
bedroom. Time to investigate what happened, so pull the small lever to open
the chamber and when it's open, use Zip mode to go to Yeesha's bedroom.

The room is a shambles. Seems like Achenar was searching for something. Go to
Yeesha's bed and use the amulet on her Journal. You'll learn about Serenia,
Serenia's viewer code and Yeesha's spirit guide. Of special importance to
solve the bookshelf puzzle is a note on a Friday where there's a drawing of
Atrus working on the bookshelf. Yeesha says all the names are written in D'ni
and that she won't forget who is older. This is the final clue needed to solve
the bookshelf puzzle (along with the family tree, the note from Atrus to
Catherine, Yeesha's notepad where she practiced her name and the pictures of
the family). We will not solve this puzzle for now, for game continuity, it is
better if we solve the Spire Age puzzles first. ^_^

------------------------------------------------------------------------------
Note: at this point, you could return to the viewer and input the Serenia
crystal code to see a picture of it. As with the other codes, it doesn't add
much to the story.

Serenia code: Red 7, Yellow 6, Purple 4, Blue 3, Green 1

The image is a place near the linking spot into Serenia. You see a bit of the
stone forest maze and some water in the distance.
------------------------------------------------------------------------------

Go to the bookshelf and zoom in on the lower left display. Trigger a memory to
hear Achenar saying "I knew you had one". He has stolen Serenia's linking book
from Yeesha. That's where he linked to and that was the book you saw falling
to the deck below. Zoom in on the right compartment to see Yeesha's handprint.
It says she is a child of water, which means her spirit guide is a water
spirit. You'll learn more about spirit guides when you link to Serenia.

For now, exit the room and return to the linking chamber (you can use the Zip
mode if you want to). Once there, pull the small lever to close it and then
link to Spire using the book on the left.




-------------------
4. Spire
-------------------

Before you start, a warning: Spire is evil! Then again so is Sirrus, so that
makes it even. As with any Myst game the details are very important, but in
this Age they are even more so. Now that this is out of the way, look around
you. The scenery is beautiful.

You arrive inside a blown up linking chamber. As with Haven, the same system
was adopted here. You'll find a book on the bench across the room. Use the
amulet on it to trigger a memory. Yeesha's first mistake with Sirrus: telling
him she knew D'ni. Second mistake: teaching it to Sirrus. Anyway, when you are
done, exit and start climbing down.

On your way down you'll pass an elevator shaft off to the side. Enter it and
see that the call button is broken. You can zoom in on the shaft but you won't
see much. Exit the elevator and continue climbing down until you arrive at a
garden with crystal statues. If you used the viewer code, this is the place
you saw.

Proceed to the statues and trigger a memory sequence. From this you can see
the kind of manipulative mind Sirrus has. Turn left, and zoom in on the tools,
bedroll and extinguished fire on the floor. Trigger another memory sequence.
To the right and back there's a tunnel that leads to an elevator. Instead of
taking that route, let's go another way. Turn back to the statues and proceed
to the left and then behind them.

At the end of this walkway, there's a huge crystal jutting out from a stone
pipe. Take a picture and note the shape of the pipe (pentagonal). Zoom in.
Trigger the memory sequence which confirms this is indeed a pentagon-shaped
pipe.

Zoom out. Notice the white mark at the fourth position of the scale (counting
the one where the indicator is at as one). This will become relevant near the
end of this Age. Now turn right.

Examine the pipe hole. Zoom in and trigger a memory sequence. Jump in and
enjoy the slide down (hope the Traveler has heat-resistant pants! ^_^) Once
the ride ends, go forward. There's a sort of book device at the end. Pull the
lever below to open it. Trigger a memory sequence. This is a circuit board for
the Age and it shows where there's power. Right now, nothing is powered up.

There are a group of four fuses on the upper left side, a group of seven fuses
below that and a group of 35 fuses on the right hand side. There are also a
lot of symbols. Each of these represent a location here in Spire (kind of like
the power box back in Tomahna).

To the right of this circuit board is a metal pipe with rungs leading up. This
is your exit ladder from this level. Examine the rest of this location. Go
left. There's a control box here. The symbol on the lid looks like a castle
with waves above it. It's an electromagnet and the waves represent magnetic
forces. Zoom in on the lid and trigger a memory. Press the button beside it to
open the lid. Inside you'll find a slider and seven LEDs (numbered 1 to 7).

There's a power gauge on the right and a switch on the left. Flick the switch
down. Now, let's ground some conductors. It took me a few tries to find the
right combination, but to save you the time, here it is: move the slider
right, left, right, left and right. This works because one move to the right
lights up 4 LEDs and one move to the left turns two off. All seven LEDs will
light up. The game will take over and you'll see something being pulled down
by the magnetic force.

If you now go to the circuit board, you'll see that this area is also lit up.
From there, and to the left, you can go to the end of the walkway and see a
huge crystal that is storing electricity. A cable leads out into the void and
connects to several floating stones. A ladder seems to lead out to the left,
but can't be used right now. Turn back to the exit ladder and climb it.

At the top, move the lever to the left to open the trap door (if you had used
the elevator back at the Statue Garden, this trapdoor would be locked and it
would have been impossible to open it from here). This area leads to Sirrus'
work area, botany lab, and another elevator to the right with a rest area and
workbench, to the left.

For now, continue climbing the pipe. This is another control area. The control
box lid here has a symbol that looks like a ship sailing over some waves. It's
another electromagnet, this one is pointing down. Zoom in and trigger a
memory. What you have to do here is balance out the floating rock you saw
coming down when you powered the box downstairs. This is all explained in one
of Sirrus' Journals (we'll get to it in a bit), and also through the triggered
memories at the control boxes when they are covered up. You'll learn that the
location downstairs is a dock and that the floating stone is actually a stone
ship.

Open the box. This one is exactly like the one below but has only four LEDs.
You need to light up two LEDs here. The sequence for this, after flicking down
the switch, is: move the slider left, right and right. The game will take over
and although you can't see it from up here, the stone ship has moved to the
correct position in order to be boarded at the docking area.

Climb down to the middle area and go left. Approach Sirrus' workbench. On your
way there, zoom in on the floating stone to the left and trigger a memory. As
long as you are here, take a moment to follow the path next to the floating
stone to the end to add a link to the Zip mode. It might come in handy. Do not
use the elevator though. There's no need to yet and besides, you have more
things to do on this level. Return to the floating stone and continue to the
bench. Zoom in on the first of Sirrus' Journals and use the amulet for a voice
over.

You'll learn a lot about how the Age works, some of its secrets and why the
stones float. You'll hear how the stone ship was created, how the electro
crystals work and about Sirrus' failure. Contrary to his brother, Sirrus
doesn't seem the least bit remorseful.

To the right of the journal there's a device that shows how the crystals work.
It also can be used to trigger a memory. Do so. To the right is a telescope
that triggers yet another memory sequence. It shows you the destination of the
stone ship. You'll be going there in a bit.

For now, go to the left and behind the workbench area. This path leads to the
Botany Lab where Sirrus' has nurtured a flower to offer to his mother
(remember the one in the pressure chamber in Catherine's Botany Lab, and also
it triggers a memory sequence in Tomahna by Night in the Botany Lab.) Zoom in
on the statue and trigger another memory sequence. The Botany work table shows
a diagram, but that doesn't look like flower experiences. Looks like Sirrus
has been extracting something from the plants around here.

Return to the trapdoor. Return to the docking area below. On arriving, notice
that a gangway has now been extended to the stone ship. Walk to the ship and
get inside. Push the lever up and enjoy the short ride to the other island.
Once there, get out of the ship and proceed forward and to the right. Cross to
the other side and zoom in on the pipe. Trigger a memory sequence and climb
down.

To the right there's a web of chains. Go there first. Zoom in on the porthole
and use the controls on the right to move the view around. There are three
places where the blue button will light up, but one of them is more important
than the others. Before you start moving it around, trigger the memory
sequence. This is where Sirrus discovered that this Age has no bottom and the
link book was lost forever.

First hotspot is at the bottom of the stalactite which is currently shown in
the viewer. Click on the blue button to zoom in and again to zoom out. Second
hotspot is almost at the top of this stalactite. Again click the blue button
to zoom in and again to zoom out. To the left of this one is the most
important one: it shows a crystal jutting out from a windpipe (circular in
shape) and the white mark on the scale is in the third position (again with
position one being the first where the middle indicator is). Zoom out from the
viewer and go to the machine at the end of the other path.

This one had me banging my head on the wall for a while. The gears won't turn
not because there's no power (as I first assumed) but because there's a
floating stone wedged against them to prevent them from turning. Touch the
stone (on the right side of the screen) to set it free, then pull the lever.
This will enable a floating stone to form a bridge near the stone ship. Return
upstairs.

Cross the walkway and use the floating stone to cross to the other side.
Continue to the end to find another circuit board. Zoom in and use the amulet.
Return to the floating stone and step left to the control box. I forgot to
mention we are trying to power an artifact that lets you access the bottom
most point of the Age. That object looks like a chair with spiders legs. I
shall refer to it as the spider chair. For that we need exactly 36 conductors
to be lit.

Zoom in on the closed lid and trigger a memory. The symbol here looks like a
three stringed lyre. Open the lid. Wow! That's a lot of conductors! After much
experiment, the sequence for the slider here, after flicking down the switch,
is: move slider right, right, left, left and right. You need to light up 29
LEDs which this sequence does. Return to the stone ship and to the main Spire.

Now, 29 conductors from the island plus the 7 from the dock station makes 36.
All you need to do is turn off the ones above the area where the metal exit
pole leads (to the upper magnet control room). Go there and turn them off by
flicking the switch up. Climb down and this time, go to the right, towards
Sirrus' rest area and second workbench. On your way there, notice a piece of
paper on the floor. It's close to piece of square rock. This is the first note
on the Quartz crystals. Zoom in and take a picture.

Keep going until you get to the third crystal jutting out from the windpipe.
This one is broken and there's no scale, but the shape is a hexagon. Zoom in,
take a picture and trigger the memory sequence. This confirms the shape of the
pipe and also the position for the last indicator, which is set to the seventh
position.

------------------------------------------------------------------------------
Note: Here is some additional information about a feature I missed. Thanks to
Anthony Germon for sending it to me.

"[...] when you are near Sirrus' rest area, in front of the third (hexagonal)
crystal, jutting out from the windpipe, you can indeed notice that there's no
scale. Of course you may get the position for the last indicator during the
memory sequence. But, when facing the crystal, if you turn yourself 180
degrees, just above the chessboard and a little to its right, you can also see
the missing scale, which is damaged and stuck in some pillar, and you can zoom
on it."

This will also provide you with the correct setting for this cable.
------------------------------------------------------------------------------

Turn around and go to the cot area. Zoom in on the chess set

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