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Uhs myst 3 how to#
In Sirrus’s room I found the second half of a piece of paper that describes how to open a secret vault on Myst Island. At the top of the village I found Sirrus and Abacus’s rooms. The water pipe puzzles were fairly simple although I had a hard time navigating the various walkways because of how jittery the transitions between screens can be.
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It has some actual vegetation and, unlike the other ages, I can actually imagine people living there. And so I left because I wasn’t in the mood to sit through those fucking gifs two more times.īack on Myst Island I solved the puzzle to enter the Channelwood Age and I must say that I liked this age the most of all of the ones I’d seen. But no, at the end of the labyrinth is the end of the level. I expected that at the end of the labyrinth I would find Sirrus’s record collection and Agamemnon’s murder-harp. I thought that, like in every other age, there would be two rooms to search. If you were paying close attention, you may have noticed that I didn’t mention picking up any journal pages in this age.
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Do you see the page in this picture? I sure didn't. It is trial-and-error at its worst in a game whose biggest strength is figuring out a solution and quickly putting that knowledge into practice. The labyrinth is probably my most hated puzzle in Myst (barring the clock tower that crashes your game). The solution for the labyrinth is about ten steps and getting through it still took about five minutes of gifs. I stumbled through this puzzle for about a half hour before I consulted with my unseen consigliore. Otherwise it is one gigantic case of fumbling around in the dark with the same gifs repeating over and over. You can’t see where you’re going and the only inkling you have about where you are is a few sound effects that demark certain areas. This age has a trial-and-error labyrinth that leads to its exit. What wasn’t natural was the fucking labyrinth. Figuring out the receiver puzzle wasn’t too hard and determining how to open the only locked door was natural as well. Speaking of puzzles that require accurate hearing, the Spaceship Age is nothing but one big sound puzzle! Giving each of the locations in this age a different sound was a really clever idea and it makes it stand out, despite its foggy, barren landscape. Myst manages to provide you with auditory and visual clues for so many puzzles that it’s a shame when that redundancy isn’t there. If my hearing was poor or my vision compromised, I don’t think I would have enjoyed this game nearly as much. The game communicates which of the brother’s rooms you’re in based on sound and visuals and if I just heard a clip or saw a piece of furniture, I could tell you which brother I’m dealing with. Games still aren’t great at catering to people with disabilities, but Myst just jumped out to me because it is so great at times at communicating using both audio and video simultaneously. Heck, if you’re red/blue color-blind, then the compass in the Pirate Age and the journals are really hard to decipher. If you’re deaf, then all of the audio cues go out the window and the game does not provide any visual cues for a lot of its puzzles (like the rotating fortress in the Mechanical Age).
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If you’re blind, there is no way to read the tons of books and visual cues the game throws at you. I successfully played the piano again and it jumped out to me that this game is really terrible for people with any auditory or visual disabilities. With that done I set my sights on the spaceship. I’ve gotten very good at clicking through those screens (fuck the clocktower). All told the backtracking probably only took about 5-6 minutes total. With that goal in mind I quickly retraced my steps and cleared the Mechanical and “I guess I’ll park my boat in this boulder” Ages. To make that dream a reality I would need to beat the game in one try. Today is the day I beat Myst! After completing the piano puzzle for the first time during a short play session, I decided that I would try to play the piano as few times as possible.
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