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Myst IV: Revelation - Walkthrough
System: PC
Shop: Buy It Cheap · Get The Guide

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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 to trigger a 
memory that completes the other one (triggered on the chess set back in the 
Kitchen in Tomahna). Turn around to the water bucket. Notice a piece of paper 
on the floor. Zoom in and take a picture (this is the first note about the 
blue crystals). Now go to the workbench.

On the left there's a rotating display with crystals inside. Below it there's 
a note about Nara. Take a picture. On the top and to the right, there's a note 
on rock. Take a picture. Now open the small compartment to find two more 
notes, the one on top is about blue crystals and below this one, is another 
about rock. You'll have to move the small gear aside to be able to lift the 
note about the blue crystals. Take a picture of both notes.

Now, turn to the right, walk forward and examine the hole there. Jump into it.
At the bottom you'll be faced with the spider chair. To the left of the chair 
there's a statue with a list of numbers. Take a picture of it (as it will help 
determine the correct frequency for Rock). Open the gate in front of the chair 
by pulling the lever down. Leave the lever with the lightning bolt symbol as 
it is. Exit through the gate to the other side.

Climb up the stairs and look on the floor. Zoom in on the note and take a 
picture. This is the second note about Quartz. The elevator cab is here, but 
you won't be needing it. Return to the spider chair and sit down. Press the 
button on the right. A control panel closes over you and everything lights up. 
If you look carefully to the left side you'll see numbers next to symbols. 
These indicate the amount of energy needed to access a level, and this is how 
I knew that 36 was the correct number. Pull the knob on the left down one 
position.

The chair will descend and the statue will travel down with you. Zoom in on it 
and use the amulet. There seem to be a lot of flasks around. On the control 
console of the spider chair pull the knob to the left down another position. 
Again you will descend. This time you will see four displays in front of you. 
Inside each there's a different piece of crystal. On the left there's Quartz 
and Stone and on the right Nara (in the form of a Knight chess piece) and Blue 
Crystal. These are locks and the notes you have been collecting help you find 
out which are the correct frequencies that will make them vibrate (and thus 
open). Before you do that, however, you need to tune the machine.

Click on the button in the panel that looks like three capital 'E' letters. 
You'll have to open the panel first to reveal the button. Once at the bottom, 
you'll see three gears each with a  different geometric symbol: a pentagon, a 
circle and a hexagon. Each corresponds to one of the windpipes I told you to 
take a picture of. On the right there are some tools. Zoom in on them and 
trigger a memory sequence. After this, set the gears accordingly. Remember 
that the first position counts. The first position on each gear is number one, 
not zero. The correct positions are:

Gear one (pentagon)  in 4th position
Gear two (circle)    in 3rd position
Gear three (hexagon) in 7th position

If you make a mistake, the white handle in each gear can be used to reset the 
indicator to its original position. Once they are properly tuned, return 
upstairs by pressing the big black button up and to the left. When the ride 
ends, save the game. Get ready for another annoying puzzle. Seems to be one 
per Age. But first let's find out the sequences.

Open up the notes on the Quartz crystal. The first one says the first slider 
should be set to 6. The second one says the optimum setting is near 8-12-4. 
Push the sliders on the chair control panel to these positions: the first one 
to 6, the second one to 12 and the third one to 4. The quartz crystal begins 
to vibrate (the lights on the conductors turn off meaning that energy is being 
spent to make the crystal vibrate). You have the correct frequency for Quartz: 
6-12-4. Notice that there's only a hole on the Quartz ring and that it spins 
slowly.

Now for the Rock. The notes for Rock say that the total power is 20 and that 
the last slider must be set to 5 (seen in one of the notes). This means that 
the power distributed to the other sliders has to add up to 15. There are a 
lot of combinations, but the notes also say that the lab vibrated strongly 
with one of the melodies from the music chart. So that reduces it to 10-5 (as 
found on the last three lines of the chart), since this is the only pair from 
the melodies chart that adds up to 15. The correct frequency for Rock is 10-5-
5. Test it and notice the lock behavior. This one has three holes.

Now for the Blue Crystal. The notes let you know that the setting for the 
first slider is 3. The other ones must be set to the total output from the 
garden, which is 4, and docking station which is 7. The total is 11. So if the 
total is 11 and the first one is set to 3 and one of them has to have the full 
power from the docking station, which is 7, the sequence is either 3-7-1 or 3-
1-7 (since both add to 11). Testing these reveals that the correct one is 3-1-
7. Notice the lock behavior by zooming in on it. This one has two holes.

And now for the final one, Nara. This is the easiest one. The only note on 
Nara says that it will have to be all the power the board can generate, 
equally divided by three. Since the full power is 36, dividing it by three 
means the frequency is 12-12-12. Zoom in on the lock and see that it has four 
holes.

So frequencies we have, now to determine the order. Since the slower vibrating 
materials take longer to get to a hole in the ring, it's better to have them 
set up early. In order of the number of holes, this means the correct order 
(along with frequency settings) is:

                               Quartz:       6-12-4
                               Blue Crystal: 3-1-7
                               Rock:         10-5-5
                               Nara:         12-12-12

Now for the really annoying part. You have to get all four locks vibrating at 
the same time and this requires speed while setting up the sliders. This would 
be easy if the control system wasn't so clunky and the mouse hovering 
sensibility was a little more sensitive. My suggestion, at least for the first 
setting is to set up the first and third slider to the correct positions and 
leave the second one to the end. As this involves cranking it up to the 
maximum, it buys you some time. Once it starts vibrating, set the next 
combination and so on. With a bit of luck you'll get it right and the bridge 
in front of the chair will rise.

------------------------------------------------------------------------------
Note: Here's an alternative way of solving this puzzle, provided by Greg 
Diroll. Thanks for sending it to me.

"As you state, the clumsiness of the mouse control makes it difficult when 
time is so important while trying to get all the pieces to vibrate. The key to 
speeding up each code is knowing that the 3rd number selected in each sequence 
only has to be crossed and not "set." For example, the quartz code is 6-12-4 
and Blue is 3-1-7. Starting from zero, I set 6 and 12 on the 1st 2 cables. I 
then went directly to 7 on the 3rd cable, hence passing 4 and activating the 
quartz, and setting the 3rd number of the 2nd sequence. I then reversed to the 
2nd cable, set 1, and then slid the 1st cable back to zero quickly(passing 3 
and activating Blue) and then up to 10 to start the Rock sequence. Then to 5 
on the 2nd cable and so on."

And here's a trick sent by Mark Neil. I haven't tested it though:

"If you set the first crystal and then wait 45 seconds or so, before resetting 
to the vibration pattern for the second crystal, you have a full 50 seconds to 
complete the set.  This is because the crystals only stop vibrating when the 
locking holes align with the crystals themselves.  This happens on the blue 
crystal after 30s, because there are 2 holes, and the rock after 15s, but I 
was well away by then."
------------------------------------------------------------------------------

Once this happens, click the blue button on the right to lift the control 
console and free you. Walk over to the bridge and cross it. Save the game. 
Climb to the new area and you'll see a huge stone slab in the elevator to your 
left. You need to remove it. To your right is a panel with two settings. Move 
the slider to the right (below the drawing for what looks like a Bishop chess 
piece).

Move forward and you'll see a figurine inside an electrical cage. Zoom in and 
trigger the associated memory. Oh, so the crystal figurines will act as bombs 
once they are grounded. Continue to the second of Sirrus' Journals. You'll 
learn of Sirrus' bitterness, his trickery of his mother as well as taking 
advantage on her feelings and that he is not in the least bit sorry for what 
he did: he's quite blase about it. You'll also learn of his plans to blow up 
the linking chamber, how he tricked Atrus into giving him some Nara (in the 
form of chess pieces) and his surprise at finding out he has a sister and the 
anger/envy he feels towards her because Atrus chose to teach her the Art of 
writing Ages and didn't do the same for him.

Approach the nearby dispensers and zoom in on each one. You'll have the 
opportunity to trigger two memory sequences, showing a figurine being 
retrieved and deposited into the sliding container. The one on the left is 
made of rock and the one on the right is made of Nara. Since you need to blow 
up the rock slab that is blocking the elevator, Nara would be the right way to 
go. You'll have to make sure that the container is pushed to the left so that 
the Nara figurine will fall to the ground and blow up.

Slide the container to the left and return to the spider chair. Set the 
sliders to 12-12-12 and watch the cutscene. A figurine slides to the back of 
the other area and an explosion will be seen.  In fact, it's similar, if you 
remember, to the one you were part of on Tomahna, back when that unexplained 
quake took place. It now seems that both brothers had a hand at that event. 
Return to the area that just blew up. The elevator is now unblocked.

I suggest you save your game at this point as you are about to take a fun 
ride. ^_^

Enter the elevator, lift the lever and enjoy it! The ride ends at the shaft 
chamber near the beginning of the Age. By the way, the ride up here should 
explain why this elevator wasn't working: beside the slab of stone blocking it 
downstairs, there was a missing section of the shaft that Sirrus substituted 
with electromagnets.

Turn around and zoom in on the medallion next to the lever. Flick the little 
latch and take a picture of the color scheme that appears. This changes from 
game to game, so I can't tell which scheme you'll get. It's also part of the 
solution to another puzzle in Serenia and the reason why you needed to visit 
Spire before going to Serenia. Zooming in on the lever, replays the elevator 
ride. Exit the elevator and proceed to the linking chamber. Return to Tomahna.
 

Walkthrough

 




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