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All Walkthroughs | RealMyst Walkthrough
Maybe opening the book was your biggest mistake but now you are stuck unless you can solve the mysteries of Myst. Seemingly alone on Myst Island, you begin to explore the buildings and try to make sense of the clues left behind.
After reading the books in the library you soon realize that there are a number of 'Ages' which can be visited by means of 'Linking Books'. But where are these linking books? What is the connection between the sunken ship and the 8 pillars? How can you enter the spaceship? Why is there no path leading to the clock tower? And there is the problem of Sirrus and Achenar, the two sons of Atrus - the builder of these mysterious ages. Can you trust them?
The clues are all there, time and patience are the only things that can help you...
This Myst Walkthrough will get you through the adventure. Try to use it sparingly and attempt to solve the puzzles before you resort to the solutions given here. All of the clues can be found in the game, you just need to look and listen. If you are playing RealMYST then click here.
MYST ISLAND
The adventure starts on the dock of Myst Island. This will be your base for much of the adventure so take time to look around.
You should be able to find, or at least see:
A sunken ship, massive gear wheels, planetarium, library, spaceship, model ship (surrounded by 8 pillars), underground generator room, wooden hut (with a furnace inside), tall tree surrounded by a stone wall and a clock tower.
Other things to lookout for is a note to Catherine from Atrus, a number of marker switches and a hidden room on the dock.
Note also any diagrams, instructions, cable runs, buttons, levers, knobs and wheels.
Operate all the Marker Switches - note how many there are even though you cannot get to one of them yet. If you have read Catherine's note you will know where to go next.
Go down into the room by the dock. Pressing the button on the Dimensional Imager does not do much so turn round. On the wall is a panel, press the button and set the indicators to the number of Marker Switches (8). Press the red button, turn round and activate the Dimensional Imager.
In the library read all the books. Take note of any illustrations - they may be useful later. Ignore the book with the patterns - you will not need this until much later.
There are two books set apart from the rest - pick up the red and blue documents and put them in the books. Aha - now you know what Achenar and Sirrus look like. The messages give you your mission for the rest of the adventure. It is up to you which one to trust.
Now take a close look at the map. Each of the marker switches 'marks' a building or structure (except for the clock tower which you could not get to yet). Hmm - one of the symbols is flashing. Grab hold of the symbol and it will rotate the tower. Stop when the line goes red.
In the library are two pictures - a corridor and the exit. Take a close look. Get it right and a hidden entrance opens. Along the corridor, into the lift and press the button. You are now in the tower. There are two ladders - one shows the location of the Myst linking book and the other the key on how to get to the book. There are four books and four keys but you can only get to them by rotating the tower (until the line goes red).
The Keys to the Myst Linking Book
Mechanical Age: 2:40 and 2.2.1
Stoneship Age: Oct 11 1984 10:04 AM, Jan 17 1207 5:46 AM, Nov 23 9791 6:57 PM
Channelwood Age: 7, 2, 4
Spaceship Age: 59 Volts
You now have all the information you need to visit the Ages of Myst. You can visit them in any order but here is the way I did it.
THE MECHANICAL AGE
Head for the clock tower. Set the time from the Key using the large and small wheels. Press the red button - amazing. Step across to the tower and operate the Marker Switch.
Open the door and go inside. There are three levers. Two operate the mechanism and the third resets the machine (you will need this one a lot). Set the discs to the second part of the Key and a hologram indicates where you should go next.
Top Tip: If you hold the levers down one of the wheels continues to rotate.
Open the linking book and step inside. At the entrance to the Mechanical Age there is a pillar with four indicators on the top. Clicking on the buttons makes the symbols change. Interesting.
Head into the fortress. There are two corridors - you can go down either one but take your time exploring Achenar's and Sirrus's rooms. One of the toys is a simulator. Experiment with the levers and note the tones at each of the cardinal points.
North: Chime or peep
South: Cow Bell
West: Trill
East: Whistle or buzz
Connecting the two rooms is a third corridor with doorway halfway along. Try pressing the button. Aha, a new opening. Go down and operate the lever until the symbols are aligned. Back up the ramp, press the button and enter the lift. Go up.
In the top room note the arrow above the lift - look up. The levers are too high to reach. You need to lower the lift - it needs to be in the middle. With the levers now accessible rotate the fortress. You will hear the tones you noted from the simulator.
Top Tip: The left lever sets the speed and the right lever sets the amount of rotation. You need either the whistle or the chime to get to the east and north islands.
Back down to the lower level, out the main door and head for the new island. Note the symbols on the pillar. Back to the upper room again and rotate the fortress again to the other island. Back down and head for the island, note the symbols on the pillar. The four symbols together are:
This time go into Achenar's or Sirrus's room. If you have not found them already there are two secret rooms. Look carefully at the walls - is the something different about part of them? In the hidden rooms is a red or blue document. With either in your hand go back to the upper room and rotate the fortress once more (the cow bell) and return to the south island - the one you arrived at. Using the symbols you have found, set the indicators to the correct sequence. Press the red button and Ta Daa.
You will have to return once more to get the other document - but it is easy now.
THE STONESHIP AGE
Head for the planetarium. Sit in the chair and move the sliders to set the readout to match those given in the Key. Press the button. Can't see the constellation? Try turning out the light by the door. Once you have all three constellations go back to the library. Flick through the Stoneship book to the constellations.
If you are really stuck then the solution is: Leaf, Snake, Beetle.
Now you need to find the matching symbols on the island. Try looking down the long path - can you see the model ship?
Press the buttons on the pillars corresponding to the constellations, if all goes well, there is a gurgling sound and the model ship rises - maybe the real ship has done the same? Rush down to the dock and as if by magic the way is cleared to the next linking book (in the ship).
Open the linking book and step inside. In the Stoneship Age you will be able to see:
The two halves of the ship (just like in the library book), a lighthouse, a telescope, two flooded (and very dark) stairwells and a island with three buttons which seem to start some pumps.
Climb the steps and take a look through the telescope. Look around the island. Does something flash on top of a building? Note the compass direction - it may be useful.
Now go to the lighthouse. The hatch is locked and the key does not reach. Maybe there is something down below. You need to pump out the water (hint - start the pumps).
With the lighthouse drained go down the stairs. At the bottom is a chest, wood normally floats, maybe the chest is full of water? Can you see a tap on the side? With the chest empty, refill the lighthouse by turning off the pump and open the chest. Take the key and open the hatch. Upstairs is a battery and hand generator - it takes 6 turns to fully charge the batteries.
Now you need to drain the stairwells (its one of those pumps again). Go down and take a good look around. There are some fun toys to play with. Check all the drawers - there is an important message for you and a blue and a red page.
On the way up the stairs check the landings - there is a hidden door. Crawl down the tunnel and examine the compass. Remember the compass direction you got from the telescope? It either goes light or dark. If it went dark you got it wrong - charge up the batteries and have another go.
There is one more pump to go. This one drains the ship. Go down and open the door. At the bottom is a table - take a close look.
You can now exit the Stoneship Age.
THE CHANNELWOOD AGE
Head for the wooden hut. Go round to the right hand side and find the tall tree. Go back into the hut. Note the furnace, pressure gauge and the large red wheel. Turn round and open the safe using the Key.
Strike a light and ignite the furnace. Turn the wheel fully to the right and wait - it takes a little while to heat the water. When there is enough pressure (and the machinery starts banging away) go outside to the tall tree. Look what has appeared. Back into the hut, close the wheel and rush back outside to the tree. Jump in the lift and keep going down to the bottom.
Top Tip: If the lift comes down too quickly, leave a bit of pressure in the system.
Open the linking book and step inside. When you arrive in channelwood all you can see are a bunch of walkways, trees and pipes. turn round and you can see a rocky island.
I hope you copied the diagrams in the Channelwood book - there was an important clue there.
WALKWAYS
Explore the walkways. Water is the answer to everything. Note where the elevators and motors are. Follow the pipes - note the levers at each of the junctions.
Now go to the rocky island. On the way up stop and listen - can you hear water? At the top is a hut with a pump, reservoir and a pipe that leads back down to the walkways. Look around and see if you can turn on the water supply to the pipe network. Back down to the walkways. Can you hear water now?
To explore the village you need to go up. Turn the levers at the pipe junctions to direct the water flow to the elevator. Step inside and up you go.
VILLAGE
The huts are connected by a rope bridges - explore everywhere. You should look out for a door (behind which is a spiral staircase), an elevator and a hut with a lever.
To get to the upper level you need to start the elevator motor. Go down the spiral staircase and flip the lever to activate the upper elevator - there is only one lever to change.
Back up the stairs, into the elevator and up to the second level.
SECOND LEVEL
Forwards takes you to Achenar's huts. Play with the toys. Go behind the elevator to Sirrus's hut. Take a good look around. There is an important message in one of the drawers. With either the blue or red documents head back down to the walkways.
WALKWAYS
There is one more elevator. To get there you need to raise the bridge. Change the water supply to activate the motor, operate the lever and cross to the elevator. There is no water supply - bum. Follow the pipe and turn the handle to extend the pipe. Now head back round the walkways and change the water supply to activate the elevator motor.
You can now get in the elevator and exit the Channelwood Age.
THE SPACESHIP AGE
Head for the generator room. Take note of the diagram next to the exit. Now operate the buttons. Each button increases the output of the generators - the correct combination will produce the voltage given in the Key.
Hang on a minute, what has happened to the Spaceship readout? If the output is too high, the circuit breakers will shut off. Follow the electrical cable to the spaceship to find the circuit breakers (there are two of them).
If you have trouble finding the combination of buttons then the solution is: 4, 7, 8, 9 (16V + 2V + 22V + 19V).
Enter the spaceship, at one end is an organ and the other is a set of controls. Play the sequence you noted from the library book. Now match the controls to replay the sequence. It may be easier to count the number of notes.
The lowest position is number 1. You need to count up from there to end up at: 8, 20,23,13 and 6.
The trick is to move all sliders to position 6 and check they are all level. Then move the first four sliders to position eight and check they are all level. Repeat for the other three sliders.
Get it right and the Myst linking book appears.
Open the book and step inside. When you arrive in the Spaceship age there is not much to see yet but near the spaceship is a door. Play with the sliders - not very tuneful but fun.
You should be able to find five other structures without too much problem. At each is a button with a brass plaque - press the buttons (always a good option - worry about what they do later).
There is also an island with a dish on top - to get there go down the ladder and along the tunnel. When you come up there is an acoustic receiver. Select one of the five square buttons and rotate the receiver using the arrow buttons. When you are near the correct position the buttons will blink indicating which direction to press. Once aligned you will be able to hear the sounds. Note the sound at each position. Once you have got all five press the summation button and a sequence will play.
If you have not already, go get the red or blue documents. Head for the doorway near the spaceship. The sliders should be set to play the sequence you heard at the acoustic receiver. Open the door and go inside.
You need to get into the ship. Sit down and press some buttons - only one of them does anything. When you come to a stop, listen. Where have you hear this sound before?
If you cannot remember the sounds they are:
North: Chime or peep
South: Cow Bell
West: Trill
East: Whistle or buzz
The red button replays the tone. The arrows turn the ship. The indicator shows the direction of the ship. Follow the tones to get to the end - there are 14 steps.
If you get lost the solution is: N W N E E S S W SW W NW NE N SE
You can now exit the ship and leave the Spaceship Age.
THE FINAL SOLUTION
By now you should have retrieved all of the red or blue pages and found the two halves of the message. Now copy the pattern from the correct page in the half burnt book (the page number was given to you by Achenar or Sirrus).
Carry out the instructions given on the message - if you need reminding then it was to turn on all the Marker Switches except for the one on the dock which should be off - pick up the page from the pedestal and return to the library.
Mysta's Myst Adventure 2
Climb into the fireplace and press the button. Replicate the pattern on the screen (an X means press here):
XXOOOOXX
OXXOXOXX
XOXOOOXX
XOOXOOXX
XXOOXXOO
XXXXXOXO
The rest is up to you - you can decide to Trust Achenar or Sirrus or go for the green book but make sure you save your game before you choose.
THE END
If you have found this walkthrough useful, discovered an error or have a suggestion then let me know: feedback.
Main island
Pick up the note in front of the planetarium. As you explore the island, you'll find that there are 8 marker switches in total: Pier - Giant gears - Planetarium - Spaceship - Mall with small pool and pillars - Brick building - Wooden shack - Clock tower Turn each marker switch on (up) as you get to it. Worry about the clock tower marker later.
In the pier, there is an entrance to an underground room. Go to the projector, and turn it off by pressing the big button at the bottom. Turn around. You'll notice a piece of paper on the wall to the left. Press the green button on the upper left corner, which will reveal a hidden Control Panel. Enter the number of switches '08', and press the button to close the panel. Turn back to the projector, push the button, and watch the man's message to Catherine.
In the library, each wall contains interesting items. Give the blue and red pages to the corresponding books. Each brother wants more pages. Read the 4 legible books in the bookcase. You can ignore the book with the weird squares in it, you'll deal with it later. Jot down any interesting diagrams from the others on your notebook.
Look at the map next to the entrance. Each of the marker switches in the island lights one specific group of buildings in the map. Grab the tower and rotate it until it flashes red, then stop. There are 4 'red' positions, each one of them corresponding to where one of the 4 available link books is hidden (ship, giant tree, gears, spaceship). The paintings next to the bookcase open and close the secret passageway behind it. Go to the elevator, close the door, and press the button to go into the tower. If you rotated the tower correctly, the ladder with the 'book' on it should show you where the book is hidden, while the ladder with the 'key' should lead you to the clue to the puzzle that lets you get the book.
Ship: Go to the planetarium, turn the lights off (the switch is next to the door), sit down on the chair, and click the Control Panel. Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17, 1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellation shown to one of the constellations in the Stoneship book. Go to the pillars at the mall, and click the appropriate symbols (leaf, snake, and bug). The book is in the now resurfaced ship.
Tree: Go to the wooden house, and enter the combination for the safe next to the door (7,2,4). Open the safe, get the match, and light it with the matchbox. Turn around and light the pilot light below the boiler. Turn the gas wheel up (green icon). Wait until the thumping sound stops, then turn the wheel down (red icon), and QUICKLY get out of the house and into the tree to the right of it (see library map for location) before the 'elevator' in the tree goes underground. If you can't do it that quickly, don't turn the gas completly off. The book is down beneath the tree. If you went up in the elevator, press the white button to your left. That releases the steam and drops the tree down to the underground level.
Gears: Go to the clock house, enter 2:40 into the clock using the wheels, then press the button. Go into the clock, and use the levers to set the wheels to 2,2,1. HOLD either front lever down to rotate the middle wheel only. Click the vertical lever to your right to reset the puzzle. The book is in the giant gears close to the pier.
Spaceship: Go to the brick building, set the generators to send exactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. The numbering order is on the wall as you leave the control room. To figure out which button has which voltage, hit them one at a time). If you go over 59 volts, you will blow a fuse. There are two electric towers to climb, one next to the brick building, one clearly visible close to the spaceship, click down the breaker switches. Then enter the spaceship. Play the notes from the Selenitic Age book in the organ, and set the same notes in the controls of the ship. If you're tone deaf, count number of notes from the bottom. (8, 20, 23, 13, and 6, respectively, including the bottom as one). Press the button and the book appears before you.
Stoneship age
Go to the other half of the ship, up the stairs and look through the telescope. Find where the lighthouse is. 135 degrees.
Go to the umbrella and push the rightmost button to drain the lighthouse. Go to the basement and drain the chest by opening and closing the valve at the bottom. Go back to the umbrella and let the lighthouse fill up again. Unlock the now floating chest, get the key, and open the lighthouse. Crank up the generator and power the battery. Note that the battery is slightly discharging, so move quickly! If the lights go out, go to the generator and crank it up some more.
Go to the umbrella, press the middle button to drain the rock and go inside. Go down the tunnel, find the page for either of the brothers, and explore a bit. You should find half of an important note in the map drawer in Achenar's room (that's the messy room). The entire note is given below.
Go back to the red-lined 'panel' in one of the walls. Inside, you'll find a compass rose, like in the Stoneship book. Push the 'SE' button (the clue is 135 degrees, found with the telescope) to turn on the submersible's lights.
Myst Adventure Game
Drain the ship with the leftmost button and go in. Click the desk in the lower level, and the book leading back to Myst will pop up.
Selenitic age
Find the 5 microphones (Water, Fire(thunder), Clock, Crystal (flute), Wind), and turn each on. You'll also find the red and blue pages at the 'Crystal' and 'Water' microphones, respectively.
Go to the microwave tower through the Wind tunnel, and aim each of the five dishes in the right direction (use sounds, icons, and places as a guide. The coordinate numbers are Water:153.4, Fire: 130.3, Clock: 55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. This gives you the sound sequence to open the door near the spaceship. (Crystal, Water, Wind, Fire, Clock) Go on in, get in the underground craft and press forward. At each station, listen for a sound which will indicate direction. If you miss it, press the button on the speaker. The sounds are 'plink' for north, 'Bloooop' for W, 'Plonk' for S, and 'Shhhh' for E (these sound names are approximations, so give us a break) Combinations of these sounds indicate NE, SW, etc. The sequence of directions to get to the Myst book is: N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book.
Mechanical age
The pages for the brothers are in secret rooms accessible from their chambers. Explore next to the 'throne' in each room.
Go to the 'tube', and press the button in the hallway. The floor will reveal a lower room. Go down there, and rotate the tube until the red icon shows. Careful not to let the tube rotate past the red icon!
Go back out, and you'll see that the tube held an elevator. Press the wall button again to close the floor, and enter the elevator. Press the up button, then press the 'middle' button and exit the lift before it goes down. The building rotation controls are above the elevator.
Enter the rotation controls and rotate the tower to the other two islands. They have the symbols for the control next to where you entered the Age. (symbols below) Use the simulator in Achenar's room to practice how to rotate the tower. The method we used was: Put the left lever up one notch. Hold the right lever up for about 7 seconds. Let go of the right lever, then quickly put the left lever back down. Practice on the simulator until you get the timing right, because you won't be able to see the orientation of the tower, some motion in the gears. Once the tower stops, it'll make a sound for each of the four compass directions, the same sounds as for the selenetic age, above.
The Control Panel next to where you entered opens the room where the Myst link book is. The symbols are: 1) an O with the bottom cut out. 2) point down triangle, rectangle, point up triangle. 3) circle over three triangles 4) left half circle, filled in. These are easier to spot than it sounds.
WARNING: A bug in the game as released won't let you go to the island with the last two codes. Get the fix from Sumex-aim.stanford.edu.
Channelwood age
Go to the windmill and turn the water on with the faucet on the floor. The pull down lever is a red herring. Go back down and use the 'switches' in the pipeline to control the water flow to the first elevator. (Not the one next to the staircase!) Climb in, close the door, and use the lever to go up.
Up there, find the control to open/close the staircase. Go to the staircase, climb down, open the door, and use the pipeline switches to send water to the generator next to it. Climb backup the stairs, and use the elevator there.
Find the rooms for both brothers (and Achenar's 'temple'), their pages are there. In Sirrus' room (the nice room), find the other half of that note you found in the Stoneship Age.
Use the switches to turn on the lonely-looking generator close to where you entered the world. Turn it on, and watch the catwalk appear from the waters. Walk to the other side, down the other walkway, and find the crank to extend the pipeline back to the main line. Use the switches to turn on the elevator there, and climb up to find the Myst book.
If you're having some trouble figuring out where the water is going in the pipelines, listen as you walk past them. If you can't hear the noise of water, this section of the pipeline has no water. Also, you could trace the water from the windmill, checking every Y junction as you pass.
Endgame and Dunny age
When you return four pages to either brother, he'll give you the same info: go to the library, pick the right-end book in the center shelf, and look up diagram 158. Go to the chimney, press the button, enter the diagram below on the plate, press the button again. You'll see the green book (the Dunny Age), the blue page, and the red page. Diagram 158 (click where there are Xes):
XXOOOOXX
OXXOXOXX
XOXOOOXX
XOOXOOXX
XXOOXXOO
XXXXXOXO
There are 4 endings:
- give the last blue page (Achenar traps you)
- give the last red page (Sirrus traps you)
- go to Dunny without the white page (your own stupidity traps you)
- go to Dunny with the white page. Dad goes back, destroys both books, congratulates you, and asks you to stick around for further adventures.
The white page is in the vault. To get to the vault, follow the directions in the two halves of the note '|' is the note break, the first half is in Stoneship, the second half is in Channelwood.