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Tuesday, 9 July 2024

Myst – The Castle of Crossed Destinies

Written by Vetinari

Last time we were finally ready, after solving most if not all of the puzzles on Myst island, to embark on a journey to a different age.

I've decided to tackle the four tomes in the order that we discovered it, so the first one is the book which was hidden inside the cogwheels.

The flyover animation of the island is very nice.

After the usual sound effect of entering a new book (the same as when we load the game, incidentally) we find ourselves in a very similar environment to what we left, i.e. some opened cogwheels, but with the book gone.


The background is different though.

Looking around, it would seem that I am in what Atrus called the Mechanical age, with a center fortress surrounded by three small islands.

Is that a weathervane on the rooftop?

The islet where I have appeared has some cogwheels, and a panel with buttons, rotating between different symbols.

Gee, I couldn't imagine what this could be for.

Crossing the gangway to the middle fortress, I can enter and there I find some metal corridors with tiled floors. The corridors split into two, going on to the right and left sides of the compound.

Not very hospitable, but then again I know this has been built for defensive purposes.

Following the right corridor, I arrive in a room which is really creepy. Lots of weapons and metal implements everywhere.

Definitely not my style.

Chains and a throne, which doesn't bode well for whoever was the user of this room.

Doesn't this scream “evil” to you?

On one side of the room there is a device which when activated says "Fortress Rotation Simulation Calibration" and then displays a diagram with some lines and circles.

This would not be out of place in something like the cockpit of Wing Commander.

When I pull the left lever, the brown line detaches from the bottom arrow, and when I pull the right lever all of the central part rotates counterclockwise, taking the brown line along with it. When it is near another one of the arrows, if I pull the left lever again the brown line re-attaches to the nearest outside arrow.

From my understanding of mechanical engineering (and from what I read in Atrus' diary about this age) I deduce that this is a simulation of the mechanism which allows the fortress to be rotated, most probably so the outer gangplank can reach the other two islets that are nearby the fortress.

I expect that a contraption similar to this will be used to actually rotate the fortress and that I will find it further inside the compound.

Continuing past this room and along the corridor, at the farthest point from the entrance of the fortress I find a small corridor which goes towards the center.

That's how I imagined the cryo chamber from Suspended would look like.

Unfortunately the middle cylinder is not accessible. However, when I press the red button, the corridor transforms into a staircase.

Hidden stairs are a leitmotif of this game.

In the basement room there is a simple device which allows to rotate two C shapes on a display. When both openings are aligned they turn red.

Not the most clever puzzle.

Going up again, the central cylinder is revealed to be an elevator.

Hidden elevators, also. Stairs and elevators.

There are three buttons which are up, down, and the middle one that is apparently some "delayed activation", where there are some beeps that countdown until the elevator activates.

The upper floor.

Exiting at the top, there is a sort of dais, upon which there is a contraption with two levers. This to me smells strongly like the equipment that must be used to make the fortress rotate, but unfortunately I cannot access it from down here.

Outside of my grasp, for now.

Getting back to the lower floor and continuing our exploration of the other side of the fortress we find another room which is completely different from that on the other side.

I thought this was a war fortress?

Lavish furniture, paintings, all kinds of luxuries. And a throne, here too.

Has this been stolen from the Hôtel des Invalides?

The room is full of interesting things, like some crystal shapes that light up when I hover the mouse on them.

This would seem to be extremely interesting...

...as in, maybe a hint for a later puzzle...

...but is instead completely useless.

There are also various trinkets, like a telescope (which cannot be rotated and just points to an undefined landscape), and a mechanical bird.

These two I've already seen in life size.

By examining the various things, I randomly click behind the throne and find a secret panel.

Blind luck in action.

This goes to a secret room full of loot, gold and fine wines. Inside it I find one of these elusive red pages, and also a letter from Achenar to Sirrus.

Not the best of friends, it would look like.

Then the corridor after the room goes back around to the entrance. Since I found a secret compartment behind the throne in one of these two rooms, I get to the other one to check if there is something similar, and lo and behold, there is.

Pattern recognition in action.

This secret room is completely different from the other one. There is an electrified cage which seems like a torture implement, some mysterious liquid bottles, and other various unsettling tools. There is also a blue page.

Ever heard of inventory limits?

Here is the point in which I discovered something, i.e. that the inventory of this game is limited to one item. If I take the blue page, the red page is immediately discarded and goes back to where it was before. This is something which irritates me to no end, since if I want to take both the red and blue pages to Myst island (and who wouldn't?) I will have to make two separate trips.

Anyway, since I now finished the exploration of the fortress, I concentrate on how to access the rotation implement on the upper floor. Since the middle button of the elevator seems like a delayed activation, I press it while I am at the top and then exit the lift. This allows the elevator cabin to go down, and the top of the elevator to become level with the upper floor. Since the levers that I saw before are right on top of the elevator roof, they now become accessible.

Nice puzzle, if a little bit on the “classic” side.

As expected, the device allows the fortress to rotate, in order to access the various islets, and it works in the same way as the fortress rotation simulator that I saw before.

The user-friendliness of this device is close to zero.

Since from here in the middle of the fortress you cannot see anything, you have to rely on other methods to know how the fortress rotates. This is where the fortress rotation simulator comes in.

In fact, any time the fortress rotates and then get attached to one of the islets in one of the four cardinal directions, there is one of four different noises that I, after careful consideration and deliberation, have managed to univocally and categorically classify as follows:

bip, whrup, swoosh and thunk.

When using the simulator I can see that when the gangway is at the top there is always a "bip", when it is at the bottom there is a "thunk", a "whrup" when it is on the left side and a "swoosh" when it is on the right side.

The first thing that I ruminate is that the noises are related to the position of the gangway, so "bip" is when the gangway is pointing North and so on.

Unfortunately this does not work.

This is not where I meant to go at all.

Then I try the approach that maybe the noise measures the rotation, so "swoosh" is a 90° rotation, "bip" 180° and so on.

This works even worse.

Somehow after various tries I manage to get to this islet.

And this is my reward.

I spend 2 hours on this f***ing puzzle.

In the end I have to rely on timing the activation of the right lever, since between 2 or 3 seconds seems to be the time for the gangway to do a quarter of a rotation.

I finally manage to get to the only islet which I have not yet reached.

This one.

And on the cogs there are the two missing symbols to input in the rotating wheels device at the beginning.

Finally!

Which means that I still have to rotate this damn fortress again to get back to the start.

Luckily this took only one or two tries.

In the end, I know what they expected the reasoning of this puzzle to be, if only because of another puzzle which will happen later and that shares some information with it.

The idea is that "bip" is north, "thunk" is south, "swoosh" is east and "whrup" is west.

Unfortunately, at least in this version of the game, this does not work at all.

Many times I have heard different sounds and when I got outside the door to check I found myself in the same place where I started, which was obviously not where I wanted to be at all.

From what has been posted in the comments to the introduction, it would seem that this a bug which exclusively haunts the first Mac release of the game, and was solved in the PC port and other subsequent releases. Still.

This part of the game was exceedingly frustrating, compounded also by the fact that in order to check if the direction of the gangway is right or not you have to get down from the dais, call the elevator, go down in the elevator, go down into the corridor, bypass one of the two side rooms, continue along the corridor and arrive at the exit door. This was such a frustrating experience that really soured me completely on this part.

Let's get out of here quick.

Anyway, the correct symbols open a staircase down, at the end of which there is a Myst book, which allows me to get back to the Myst library and put the red page in the red book.

My ticket out of this place.

And then I have to go back to retrieve the blue page.

Also, the satisfaction of doing so is minimal, since the two d**ks trapped inside the books don't give me any new information and just tell me again that they need more pages, more pages, more pages, like some kind of gluttonous bookworms.

Let's just hope that the next ages will be less frustrating than this one.

Session Time: 3 hours 00 minutes
Total Time: 6 hours 40 minutes

14 comments:

  1. I recognize the images and puzzles from this post, but I dont think I solved them all, so I would say this is around where I got stuck and lost interest in the game in my last attempt with one of those remakes.

    I will try it again, I just know, I will beat this game 30 years later, or more. I just have to focus very hard on it. Ceville took me 11 years to beat .. and I liked that game.

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  2. Wow, that bugged rotation sound is brutal and destroys what is otherwise a decent puzzle. I can confirm it's smooth sailing with realMyst. Conversely, I got very stuck with the elevator puzzle here.

    The first time I played, I denoted the whrup sound as "squirrel".

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    Replies
    1. In the original PC version, apparently people had trouble with the secret rooms here, it was too dark to see them. I don't quite know how that worked out since even later versions always just made you adjust screen brightness on your monitor rather than in game, which is a problem if your monitor doesn't allow you to do that.

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    2. Hmm. I think monitors without obvious brightness controls were the early LCD ones (they had it, but it wasn't an obvious dial like the old CRTs). So it shouldn't have been an issue until the early 2000s.

      I'm reminded of the opening of the home video copies of Pleasantville. I think there was a game or two that did something like that, but I don't recall which ones.

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  3. I never figured out the connection between sounds and directions until years later (V fbyirq gur yngre znmr ol whfg znccvat vg bhg ba cncre, sbe gubfr jbaqrevat), and in the PC version it doesn't really add much to the puzzle - the way the fortress "locks" to the islands if they're close enough is fairly lenient, so hitting the islands by just working out the rough timing via the simulator is pretty easy. Shame about the bug hurting the experience so much.
    Should be mentioned that once you have two of the symbols for the code, it's not all that time consuming to just trial-and-error your way through all the possible combinations of the other two to hit the correct set of four, though, if you're really struggling to reach that final island (a lot of reports say it's completely impossible to reach it, but as you proved, and few reports do say as well, the bug just makes it extremely finnicky to time).

    This post also has a good example of how Realmyst or various other versions with freeroam are a really bad way for first-time players to experience the game - those secret doors aren't very difficult to find in the original, the way they're indented makes them really stick out from the angle you look towards them from, but in a fully 3D environment where you can walk around as you want and look at things from all kinds of self-selected angles, they're near impossible to spot. The game was very much designed as a set of still images, and this is one of the best examples of that.

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    Replies
    1. Brute-forcing a puzzle?!?
      *monocle pops out*
      Sir, we are not savages here!

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  4. Btw, here's a transcript of the dialogue from the red and blue books once you return the pages, for the benefit of those struggling to understand quite what they're saying (once again, it's mostly just repeated pleas for more pages of a specfic color. Mostly. They're both starting to urge you to ignore the other set of pages now):

    Red book:
    You've returned… Thank you for bringing the red page… You must continue to help me… My name is Sirrus… Release me… I beg you to find the remaining red pages. You must release me… release me from this book which has become… Bring … red page… I need more red pages, please… I beg … don't waste time looking … don't … my brother … my brother is guilty … and I wrongfully imprisoned … bring the red page to me…

    Blue book:
    Oh! You've returned … thought you wouldn't return … blue pages to rescue me… I am Achenar … my brother … I beg you … may be complete … always blue pages … not listen him, do not listen to my brother … egotistical fool and a liar… Help me … bring me the blue pages. Ignore the red ones, don't bring the red ones … earnestly implore you… I've been wrongfully imprisoned, you must believe me… I will have my retribution, please bring me the blue pages … blue pages, please.

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  5. This isn't really a knock on you, Vetinari, but it seems like it's really hard to turn this documentation of a playthrough into any kind of interesting narrative. I guess that's because the game itself is lacking any real through-storyline, more like piecing things gradually together from fragments in flashback...

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    Replies
    1. An interesting opinion that I kind of both agree and disagree with. Myst has a fairly deep and compelling story along with interesting characters, but it's hidden away behind the need to piece it together yourself and solve puzzles before you understand the reasoning behind their existence.

      Yet even at this point we can ask some questions and come up with interesting hypothesis. How do Sirrus and Achenar come across to you? Do their conflicting stories make you trust one more than the other? How did they end up trapped in their books? How do Atrus' journals match up with what we're seeing in the Ages?

      I admit that the answers at this point are thin and we're lacking information, but the questions themselves are the kind the make your imagination soar.

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    2. Yeah, there's lots of story material that can be touched on in segments like this one, particularly by comparing what you find in this age to what Atrus' book told us, and the implications of what you find in the two throne rooms Atrus never said anything about. And of course the fact that the place is completely abandoned. Where did the people both Atrus' journal and Achenar's letter talks about GO?

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    3. Specifically, the journal on the Mechanical Age ends with the skies black, which they turn to every time the pirates come by, implying they didn't leave at the end of it, just damaged enough to be stuck. While when we enter, its bright and blue...

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  6. It's interesting in that despite having played the game so many times, while I still know everything, I don't know exactly what to do. The puzzles here actually gave me a little trouble, quite contrary to the usual thoughts regarding adventure games. Though it isn't helping that I'm playing the original Mac version, and the emulator is giving me trouble.

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  7. Also, the inventory, technically you can only carry one page at a time and as many of everything else as you can. I imagine this was put in because it might get wonky otherwise.

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