Head back up the stairs, reset the path forward, and head into the elevator. Move forward to the device here and orient the inner symbol, so the gaps in both symbols are aligned to the bottom: Hit it and the path forward becomes steps leading down. At the entrance to this hallway is a button. Now head to the only other room, a passageway between the two brothers' accommodations. For reference, the fortress is currently 'pointing' south via the gangway. This is important, because this will be the only useful way to know which direction you've pointed the fortress here, and plays into another coming puzzle. Also useful to note in Achenar's room is the fortress rotation simulator, which shows you how the actual fortress rotates, complete with sounds for the four cardinal directions. In Achenar's room, a similar button on his throne leads to a torture chamber with the blue page in here as well. A button hidden in the chess board opens a side panel to a hidden room, filled with treasures and the red page. In Sirrus' room there's a telescope, which will be needed for an achievement. By now, you should be familiar with Sirrus and Achenar's respective styles. To the right of the fortress you'll see another island.Įxploring the interior of the fortress will lead you to two rooms. You'll note that behind where you start is a console with four dials on it (essentially a pictorial combination lock) - that's what you need to crack to get to the linking book back to Myst.
You'll arrive on an island, with a gangplank running to a large fortress. The only real difficulty with this puzzle is that you can't just hold down levers: the weight to the left will drop, and once it hits the floor you need to use the far right lever to reset the puzzle.
The two levers move either the top and middle or the bottom and middle gears, but if you hold the lever down after rotating the top or bottom, the middle will freely spin. You need to throw the two levers in front of you to get to the number in the tower (1993 version: 2, 2, 1). There are three gears in front of you with numbers on them. You'll know you've got it right because gears will pop up out of the water (in the 1993 version the time you need is 2:40).Īcross the new bridge, make sure to hit the marker switch (#8) and then go inside the clock. The time is what you need to set the clocktower to, so head over there and use the mechanism across from it to change the clock face. In the Tower you'll receive two bits of information: a time, and a sequence of three numbers.