Any% Guide
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Any% Guide
Updated 3 years ago by KathTheDragon

Tomahna

Daytime

During the opening cutscene, take a photo when prompted by Yeesha, then proceed to forget about the camera.

After the cutscene ends and you're ejected from the gondola, open the door and walk through the room to encounter Atrus. When he asks you to look at the panel, look away twice - this skips straight to the explosion. Once Atrus leaves, open the lift and ride it down to the middle stop. Walk along the paths and through the first greenhouse - Yeesha will then call you. Walk to the second greenhouse where Yeesha will show you a gecko, and then take the right turn at the fork outside to reach the waterwheel control room. Pull the lever to prime the waterwheel, then zip back to Catherine's workshop, where Yeesha is examining a slide. After she leaves, examine the power box, and make the following moves (press the top row of buttons to select the source column, the bottom row to select the destination column, and the big button in the bottom right to make a move):

  1. 1 -> 3
  2. 1 -> 6
  3. 3 -> 5
  4. 5 -> 4
  5. 4 -> 6

Return to the waterwheel control room and press the button to reactivate the waterwheel and turn on the power. Leave the control room.

Nighttime

After the cutscene, climb up the collapsed bridge, and walk back through the greenhouses to the lift, which you can now take to the bottom level. Once there, leave the lift, and enter Atrus' bedroom. In true Myst fashion, enter the fireplace, press the round button to close the door, and press the square buttons in the following order:

https://cdn.discordapp.com/attachments/542455789730922497/616624438464610305/unknown.png

Leave the fireplace, and pull the lever to open the link chamber, then pull the lever inside to close it and unlock the linking books. Link to Spire.

Spire

Reaching the Far Palace

Leave the linking chamber, and walk all the way down to the plaza, then cross to the archway opposite, where there is a crystal in a rock housing. Examine the hollow tube to the right, and slide down it to the rockship dock. Climb up the ladder, open the door at the top, and continue up the ladder to the garden electromagnet. Open and power the console, then make the following moves with the slider:

  1. Left
  2. Right
  3. Right

Return to the rockship station, and approach the dock electromagnet console. Open and power it, then make the following moves with the slider:

  1. Right
  2. Left
  3. Right
  4. Left
  5. Right

Enter and activate the rockship.

Powering the Throne

Exit the rockship at the far palace, and cross the walkways to the broken crystal tube, and climb down. Step over to the winch, click the fragment of rock stuck in the wheel, and pull the lever to release it. Return to the top of the palace, and cross to the conductor console. Open and power it, then make the following moves with the slider:

  1. Right
  2. Right
  3. Left
  4. Left
  5. Right

Return to the rockship, and activate it again.

The Bomb Factory

Exit the rockship, and zip back to the garden electromagnet. Open the console, and unpower it. Climb down the ladder, and turn left (as viewed from facing the ladder), heading towards Sirrus' workshop. Stop at the hollow tube, and jump down. Sit in the chair and press the blue button to lower the control panel, and when it powers up all the way, slide the blue knob down twice. Click the panel inscribed with three gears at the bottom of the console to reveal another blue button, and click it to descend to the tuning level. Set the gears as follows:

  • Left - 3 notches
  • Middle - 2 notches
  • Right - 6 notches (there will be two gear teeth below the wheel's tooth)

Press the black button at the top left to go back up, and then set the following combinations on the cables:

  1. 6 - 12 - 4
  2. 3 - 1 - 7
  3. 10 - 5 - 5
  4. 12 - 12 - 12

For a faster solution, see the optimisation guide.

Press the blue button to raise the panel, and enter the bomb factory. Cross to the collection buckets, and slide it to the left. Turn around, and step up to the panel on the way back to the throne, and move the slider to the right, under the image of a chess piece. Return to the throne, press the blue button to lower the panel, and set all cables to 12. Press the button to raise the panel, and return to the bomb factory, where the lift has been cleared of debris. Hanging from the controls is a medallion - examine it, and pull the lever to open it. You will see 6 coloured circles like this:

https://cdn.discordapp.com/attachments/185800983530569729/615908222615683073/unknown.png

This combination is randomised, so make a note of it. Pull the lever to raise the lift, and then zip back to the linking chamber. Use the linking book to return to Tomahna.

Tomahna

Pull the lever on the right to open the linking chamber, and then zip back to the outside of Atrus' bedroom. Turn around, and step past the lift to the swinging bridge. Pull the handle to swing the bridge, cross it to the kitchen, and repeat with the second control to reach Yeesha's bedroom. Enter and approach the bookshelf, pressing these books in order:

https://cdn.discordapp.com/attachments/185800983530569729/616631160172314651/unknown.png

Climb down the ladder, cross the deck to the linking book, and link to Serenia.

Serenia

The Waterways

Exit the entry cave, and walk down the path. Just before the second bridge, turn left and approach the first waterway control. Pull the handle to the right. Go back to the main path, and continue onwards, turning left at the junction. Follow the path to the second waterway control.

Climb up the ladder, and slide the cart to the right. Step to the side of the cart, and pull the handle right. Step back out, slide the cart back to the left, and climb back down the ladder. Walk to the other end of the mechanism, and pull the handle down.

Continue along the path until you reach the plaza, and cross it after the cutscene. Follow the stone path straight all the way to the final waterway control. Examine the serpent wrapped around the wheel, and click and drag from right to left four times across the bottom-right stripe:

https://cdn.discordapp.com/attachments/185800983530569729/615912568493572288/unknown.png

When the serpent unwinds to look at you, click on its nose, and it will fly away. Now turn the wheel to the left.

The Old Memory Chamber

Zip back to the entry cave, and follow the path again, this time turning right at the junction. Keep right all the way until you reach the harvester controls. Pull the following levers:

  1. Right
  2. Left

Then enter the door that has now opened. Walk down the passage to a wheel on the inner wall, and turn it to the right. Return to the controls, and pull the following levers:

  1. Right
  2. Right
  3. Left
  4. Right
  5. Right
  6. Left

Go back to the passage, and follow it all the way to the end. Examine the door, and press the button at the bottom to reveal the colour puzzle. The initial state will be randomised.

https://cdn.discordapp.com/attachments/185800983530569729/615914199843078144/unknown.png

The solution to this puzzle requires that the inner 6 spots match the medallion in Spire, and each group of three are either red-green-blue or cyan-yellow-magenta. See this example solution, for the medallion given above in this guide:

https://cdn.discordapp.com/attachments/185800983530569729/615914717176922112/unknown.png

Click the button at the bottom again to complete the puzzle. Note: if the puzzle is not solved, clicking the button will close the panel again, resetting the puzzle to a random starting point.

Once the door is open, walk down the passage, then climb up the ladder. Open the hatch, and walk around the old memory chamber and climb the stairs. Step to the other side of the console next to you, and pull the right lever. Turn around, sit in the chair, and look up at the stone above you.

Dream

Memory 1

Make this sequence of moves (each line gives the image to pick up from, and then the direction to turn to drop off each symbol):

  1. Figurine -> Right
  2. Chessboard -> Right -> Left -> Right -> Left
  3. Chessboard -> Left -> Right
  4. Crest -> Right -> Left -> Right
  5. Book -> Right -> Right -> Left -> Right -> Left
  6. Picture -> Left -> Left -> Left -> Right -> Left
  7. Crest -> Right -> Left -> Right
  8. Book -> Right -> Left -> Left

Memory 2

Make this sequence of moves:

  1. Globe -> Right -> Left
  2. Chair -> Right -> Left -> Left
  3. Globe -> Left -> Right
  4. Life pod -> Left -> Left -> Right -> Right -> Right
  5. Globe -> Left -> Right -> Right
  6. Globe -> Right
  7. Life pod -> Left -> Right -> Left

Ending

Leave the chair.