Myst IV - Revelation
Tahmana
Imager Puzzle
- The solutions are found in Atrus' journals and in Yeesha's journal.
- Slider positions: leftmost = 0, rightmost = 8
R = red, B = blue, Y = yellow, G = green, M = magenta, C = cyan - For each age set slider and colors as follows (left to right):
Rime: R6, C3, Y8, G8, B2
Spire: G1, B7, R8, Y4, C5
Haven: B2, R8, M1, G5, Y6
Serenia: R7, Y6, M4, B3, G1
Electric Power Switchbox Puzzle
- Press pairs of buttons. After pressing each pair, press the button in the lower right hand corner to reroute power.
- The lower left lever resets the puzzle.
- Counting from left to right, T = top row, B = bottom row,
press pairs of buttons in the following order:
T1, B6
T1, B3
T6, B5
T5, B4
T4, B6
Fireplace Puzzle
- Button locations are given in (row, column) format.
- Row 1, column 1 is in the upper left hand corner.
- Press buttons in the following order:
(5, 8)
(6, 6)
(3, 6)
(2, 2)
(5, 1)
(4, 3)
(4, 4)
Bookself Secret Door Puzzle
- This puzzle is arguably the most difficult in Tahmana as it involves transliterating Atrus' family names from the D'ni spelling to the Roman alphabet.
- The clues are found in Atrus' family tree plaque, located in the vegetable garden greenhouse, and in the transliteration chart, located in the kitchen/family room area.
- Counting from left to right, L = lower shelf, U = upper shelf,
push books in the following order:
L4, U6, U8, U3, L6
A note on D'ni transliteration: The D'ni alphabet involves 26 consonant sounds, along with the usual 6 vowels. The transliteration chart found in the Atrus family/kitchen area provides the key to transliterating the Atrus family names.
The Atrus family tree depicts five generations in Atrus' family line - from his paternal great grandfather down to his own children. The family tree shows the D'ni spelling of the Atrus family names and provides the clue necessary to solve the book shelf puzzle in Yeesha's room.
From a clue in Yeesha's journal, five books on Yeesha's book shelf must be pushed in the correct order to open the secret door. The clue suggests that the titles of these five books are the names of her immediate family, and that they should be pushed in the order of the age of each family member.
Spire
Electrical Panels - Lower Electromagnet
- 3 positions A - B - C (left to right)
- Number of crystals (LEDs) lit by moving the slider:
B -> C: +4
C -> B: -2
B -> A: +1
A -> B: -2 - Move the slider in the following sequence (all 7 lit):
B -> C
C -> B
B -> C
C -> B
B -> C
Electrical Panels - Upper Electromagnet
- 3 positions A - B - C (left to right)
- Number of crystals (LEDs) lit by moving the slider:
B -> C: -1
C -> B: +2
B -> A: +1
A -> B: +2 - Move the slider in the following sequence (2 lit):
B -> A
A -> B
B -> C
Electrical Panels - 2nd spire
- 4 positions A - B - C - D (left to right)
- Number of crystals (LEDs) lit by moving the slider:
B -> C: +10
C -> B: -3
B -> A: +7
A -> B: -3
C -> D: +2
D -> C: +10 - Move the slider in the following sequence (all 34 lit):
B -> C
C -> D
D -> C
C -> D
D -> C
Three Cable Harp Instrument
- Clues to ratchet settings are given by the indicator mounted
below each of three specific crystals located in various
places in Spire. The shape of the crystal holder indicates
which crystal the indicator applies to. The ratchet are analogous
to the tuning keys on a string instrument.
- Tighten the tuning ratchets as follows:
Pentagonal Crystal: 4 notches (or 3 clicks) Round Crystal: 3 notches (or 2 clicks) Hex Crystal: 7 notches (or 6 clicks)
Vibrating Crystal Puzzle
- Clues come from pages found lying around in various places.
- Quartz
- Fret #3 set to less than 5
- Fret #1 set to 6
- The optimal setting for fret #'s 1, 2, 3 near 8, 12, 4
- From the above deduce the setting 6, 12, 4
- Blue Crystal
- Fret #1 set to 3
- The sum of the individual settings of fret #'s 1, 2, & 3 equal to the total number of conductors in both the docking station and the garden, i.e., equal to 11. Therefore, fret #'s 2 & 3 must add up to 8.
- From the above (and trial-and-error) determine the setting 3, 1, 7.
- Rock
- The sum of frets #'s 1, 2, & 3 must equal 20
- Two of the frets must be set to a harmonic pair
from the musical harmonies note.
- Eliminate pairs that add up to 20. Eliminate pairs that add up to less than 8 (20 minus 12). This leaves (10, 1), (10, 6), (6, 6), (10, 6), (10, 4), (10, 5), and (1, 10). Note that the pair (10, 5) appears more frequently than any other pair. Taking this as a clue suggests two possibilities: (10, 5, 5) and (5, 10, 5). By trial-and-error determine the setting 10, 5, 5.
- Nara
- From a note all three frets must be set to 12.
- Frets positions are numbered bottom to top, going
from left to right. Set the frets in the following order:
Quartz: 6, 12, 4
For each crystal type, you have roughly 20 seconds to set the frets before you must move on the next type.
Blue Rock: 3, 1, 7
Lab Rock: 10, 5, 5
Nara: 12, 12, 12
Color Wheel
- This clue appears at the end of the Spire age in a small device attached
to the express elevator. The clue appears on a small color wheel near the
floor of the elevator. Trip the lever to expose the colors.
- Use the image recorder to take a picture of the color pattern. This pattern later will be needed to solve a puzzle in the Serenia age.
Haven
Ship Elevator
- Use 3 weights in the elevator counterbalance.
- Use 2 weights in draw bridge counterbalance.
Gate Puzzle
- Sliders move when one (and only one) hammer is in a hole.
- Top and bottom slider rails are keyed so that the slider can only move a limited number of positions.
- The following abbreviations are used:
BH = black hammer
WH = white hammer
T = toggle (or flip the hammer) to its other position
Ln = move the slider n positions to the LEFT
Rn = move the slider n positions to the RIGHT - The solution sequence is:
WH: T, L2, T
BH: T, R2, T
WH: T, L1, T, R2, T, L1, T, R1
BH: T, R2, T, L2
WH: T, L1, T
BH: T, R1, T, L1, T, R1, T
Draw Bridge Puzzle
- Three steps must be taken to solve this puzzle:
- From various clues found around Haven, learn the
the footprint of each of Haven's five dominant
species.
- Match each animal with its totemic symbol - found
on the totem poles carved by Ackenar. The totem poles are
located near each animal's hunting or grazing ground.
- From the food chain chart, found in Ackenar's mangree
hunting blind, determine the dominance order of Haven's
five animal species.
- From various clues found around Haven, learn the
the footprint of each of Haven's five dominant
species.
- From left to right the sliders should show the animal
totems in the following order (determined by the food
chain chart found in the Mangree hunting blind):
Cerpati
This corresponds to the following slider positions (left to right) where position one is the bottom most position of the slider:
Camoudile
Mangree
Karnak
Zeftyr3, 2, 1, 5, 4
Mangree Puzzle
- Perhaps not immediately obvious, the object of this puzzle is to disable the camoudile preventing further movement along the south island trail. From earlier clues the camoudile may be disabled by the spore cloud of a certain plant. The object of the puzzle is to get the mangrees to trap the camoudile in the pit and then active the spore plant by throwing a piece of fruit at the plant.
- The clues to this puzzle are found in various places in
Ackenar's lake hut. A short dash means a short duration tone;
a long dash, a long duration tone. The large bowl means a
low pitch tone; the mid-size bowl, a middle pitch tone; the
small bowl, a high pitch tone.
- Tone sequences should be read and played left to right
- S = short duration tone, L = long duration tone
- L = low tone, M = mid tone, H = high tone
- First letter is duration, second letter is pitch
- Mangree musical names corresponding to each of the four mangrees.
Note that only the position of the gray mangree (designated by
the uppercase letter G) is important:
a: SL LH
b: LH SM
c: SM SL
G: LL LM - Initial positions (corresponding to nests 1-5) are
1 2 3 4 5
where '_' indicates an unoccupied nest. The object is to move the gray mangree into the number 1 nest and, at the same time, trap the camoudile in the pit with the intoxicating spore plant. The last tone sequence causes the gray mangree to throw a fruit at the spore plant, activating it, and thus incapacitating the camoudile.
a b c G _
  - The solution:
SL LH : _bcGa
LH SM : b_cGa
SM SL : bc_Ga
LL LM : bcG_a
SL LH : bcGa_
LH SM : _cGab
SM SL : c_Gab
LL LM : cG_ab
SL LH : cGa_b
LH SM : cGab_
SM SL : _Gabc
LL LM : G_abc
SM SL : Gcab_ - The game should be saved at this point - the following two
sequences must be done in rapid succession:
LH SM : Gca_b
LH SL SM (this is the toss fruit sequence)
Jungle Tram Puzzle
- The clues to opening the flying-snake lock, on the control handle of the jungle tram, are found in the tree hut on the suspended walkway to the tram. Also, Yeesha's memory charm reveals how to open the lock.
- Follow the clues to open the lock and take the tram back to the Tahmana linking book.
- Make a note of the procedure for opening the lock,
as you will need it in the Serenia age.
Serenia
Protectors
- After listening to Anya, go directly to the memory chamber. Touch at least one of the rock totem poles. Head back to the hall of spirits. You should encounter a protector on your way to the hall of spirits.
- After this encounter, head directly to sluice control for the goddess fountain. You will encounter Achenar here. After the encounter with Achenar, go to the sluice control and open the flying-snake lock Achenar left on it. The clue to opening this lock comes during the finale of the Haven age.
- Return to the goddess fountain to encounter yet another protector. After the encounter with this protector, head directly to the hall of spirits to obtain further instructions.
Water Courses
- The water courses puzzle is really part of the bathysphere puzzle below.
The object is to cut off all streams of water that flow into the
bathysphere pool.
- Upper sluice: shut off flow A of water to your left (as you face the control mechanism). Push the control handle towards your right.
- Lower sluice: shut off flow A that runs directly under the
platform next to the control shaft. (This platform has a little
ladder leading up to it.)
- Climb up onto the platform and engage the hub of the control handle with the control shaft.
- Push the handle to your right.
- Disengage the control handle from the shaft.
- Climb down from the platform and go to the forward end of the control shaft. You will find ratchet gears and a pull handle.
- Pull the handle (attached to a rope) twice.
- Middle sluice (the one with the broken gear on the left side): do NOTHING with this sluice - the flow of water to this sluice will be entirely shut off by the above two actions.
- Goddess fountain sluice: after exploring the area outside the old memory chamber (to get a zip point), go back to the sluice control; divert the flow to the fountain. You will need the procedure, found on Haven, for opening the flying-snake lock.
Bathysphere
- The flow of water to the bathysphere pool should be entirely shut
off by the above actions. You need only drain the pool sufficiently
to reach the secret entrance to the old memory chamber.
- Using the left lever, raise the bathysphere.
- After the water drains out, using the right lever close the door.
- Lower the bathysphere into the pool. By displacement this forces some water out of the pool.
- Open the bathysphere door. This allows the bathysphere to fill with water.
- Close the bathysphere door.
- Raise the filled bathysphere. This will lower the level of the pool sufficiently to access a sluice control.
- Go down to the pool sluice control. This control is accessed by going down steps to the right of the bathysphere dock.
- Open the pool sluice.
- Return to the bathysphere levers and open the bathysphere door. The water will drain into the pool and out through the sluice opened in the previous step.
- Close the door.
- Lower the bathysphere into the pool. This will displace some more water out of the pool.
- Open the bathysphere door, allowing the bathysphere to fill with water.
- Close the bathysphere door.
- Raise the filled bathysphere. This should remove enough water from the pool in order to access the secret door to the old memory chamber.
The Ancients
- All ancients cycle through the same color sequence when touched.
- When the puzzle first appears, the ancient (actually Yeesha's mind) in the center does not ever change color when brushed.
- Starting at the center, brush ancients in groups of three that form triangles. Work laterally from the center ancient all the way around back to the center ancient. Then work laterally the top and bottom areas, always ending up back at the center ancient.
- Use the center ancient to form triangles when brushing the last few remaining ancients.
Colored Marbles - secret door to old memory chamber
- The solution to this puzzle relies on a clue encountered during the finale of the Spire age. The solution also relies on a clue given by the guiding spirit in the memory chamber, after solving the ancients puzzle.
- Note that while three-marble triangles can be rotated, the marbles
that make the apexes CANNOT be transposed. The imagery supplied after
solving the ancients puzzle, coupled with the clue from Spire,
should be sufficient to solve this puzzle. Also, the color wheel
colors are randomly chosen at the beginning of a new game. So
each new game will have a different solution.
- The two triangles, revealed after solving the ancients
puzzle, are (clockwise): red, green, blue; and magenta, yellow, cyan.
Arrange the marbles so that the apex marbles (inside the dotted circle)
are in the same order as shown on the color wheel from the Spire age.
First Memory Puzzle
- The icons representing individual sentences need to be placed on the correct image and in the correct order.
- Chess Set
1. "Daddy's really good at chess."
2. "You should play him."
3. "I'd like to, sis, but I don't have a chess set." - Figurine:
4. "You can make one, just like you made my spirit guide."
5. "I could...but its really hard to carve figurines that small."
6. "They break so easily." - Picture of Catherine and Atrus
7. "Well...maybe mom and dad could give you a set - as a present."
- D'ni Linking Book
8. "I'll tell them to when I link home."
- D'ni Nara Shield
9. "Right, and I suppose you'll tell them to make it of the same rock as this chamber."
10. "That way I'll never be able to break it."
Second Memory Puzzle
- The icons representing individual sentences need to be placed on the correct image and in the correct order.
- Memory Globe
1. "See this globe, little sister?"
2. "See how round and smooth and empty it is?" - Memory Transfer Chair
3. "When I turn the switch, the chair you are sitting in will activate."
4. Lights will go on.
5. And every thing that's you will be sucked out of your body.
6. Leaving behind the perfect disguise for me to step into. - D'ni Alphabet Book
7. Father and mother will teach you the art.
8. Never knowing it is really me who's doing the learning.
9. Of course, I'll kill them as soon as I know how to write ages. - Memory Chamber Capsule
10. "Then I'll put my new memories back in my body and no one will be able to stop me."
Addendum: How spirit guides are determined
Points are awarded as follows:
- Take a photo on the monorail: 0.1
- Finish the sound puzzle with Atrus: 0.1
- See Yeesha's gecko: 0.1
- Watch Yeesha play her flute: 0.1
- Contact Atrus with the crystal viewer: 0.1
- Link to both Haven and Spire from Tomahna: 0.125
- Link to Tomahna from both Haven and Spire: 0.125
- Link to Serenia from Tomahna: 0.125
- Link to Tomahna from Serenia: 0.125
- Spend time in the game: 0.5 total for 20 hours (0.0004 per minute)
- Use the Amulet: 0.5 total for all 101 flashbacks (0.0050 per flashback)
- Use the zip feature: 0.5 total for 30 uses (0.0167 per use)
- Use the hint map: 0.5 total for 25 uses (0.02 per use)
Spirit guides are determined by the total score earned from the above achievements:
- Child of Fire: 0 to 1 Drawn by the excitement of new experiences, always seeking adventure over stasis. Sometimes your desire to succeed makes you miss the deeper meaning but you always find the answers you seek when you really want them.
- Child of Wind: 1 to 2 Attracted by challenge and diversity. Always moving swiftly to the heart of the matter yet willing to take the time needed to understand it.
- Child of Water: 2 to 3 You appreciate the beauty and richness of life around you. You are confident in your ability to succeed but willing to seek help when answers seem elusive.
Atrus, played by Rand Miller.