Myst V End Of Ages Game Play
Part five of and the last game in the Myst series. In many ways it returns to concepts of the original game but with the freedom to explore in many different ways. This walkthrough will take you through one of those ways. Only those parts you need to complete the game are covered, the rest you will have to discover yourself. And like all walkthroughs, use this one with care, explore yourself before you look for the answers described below.
All Games Adventure Games Myst V: End of Ages. Community Hub. Myst V: End of Ages. The Grand Finale of the greatest adventure! Decide the fate of a civilization in this triumphant final chapter to the Myst saga. Embark on an epic journey into the heart of a shattered empire as the only explorer who can still save it— or destroy it with. Sep 13, 2012 Let's Play Myst 5: End of Ages Teil 2 - Todelmer. 720p (German/Deutsch) - Duration: 1:10:45. DerGameMop 2,990 views.
The links within the walkthrough will take you a screenshot of that part of the game.
K'Veer The Great Shaft Laki'ahn Todelmer Taghira Noloben K'Veer
K'VEER
You begin the game in K'veer where Atrus was once imprisoned. There are Bahro all over the place who link out as soon as they see you. To your left is a table with a locked Myst Book. The exit is the doorway to the right of the table. Open the door and leave the chamber.
Follow the stairs to the bottom and pick up the journal and camera next to the blue lamp. Enter the lower chamber through the narrow entrance.
There is a large bubble near the windows. Go through the gap in the tusks and touch the glowing tablet on the top of the pedestal. You will discover later that this bubble is called the Keep. Leave the Keep and Yeesha will greet you.
THE GREAT SHAFT AND DIREBO
After her speech, Yeesha reaches out and you link to a pit where you will be met by Esher. His introduction finishes with an instruction to go down the hole. Look behind the big rock and there you will see the hole. Climb down and make your way along the tunnel. A Bahro will see you and scuttle up to the roof where you can see his blue eyes follow you along the tunnel. At the end of the tunnel is a corridor.
Go to the crate opposite and pick up the book. Open the book and listen to Yeesha. When she is done, close the book and it will be transferred to a library. There appears to be 12 books to find in all.
A bit further down the corridor to the right is the 2nd book. Continue down the corridor and enter the rest room on the left. Pick up the 3rd book from the cot. There is a plan of this age on the bed in the alcove. Go to the pedestal to the left of the exit, touch the image in the linking book and you will link to Direbo. Listen once more to Esher.
There are gates on the two bridges that lead out of the glade. Unlock the gates by touching the blue button to the left of each bridge.
If you enter the bubble you will see a slate and a cyan icon on the left of the pedestal:
Touch the icon to link to Taghira. When you have finished exploring, return to Direbo by touching the central icon on the pedestal. Use the linking book on the pedestal just outside the bubble to return to the rest room.
Leave the chamber and go down the corridor to the big hole in the wall. Enter the chamber and meet Esher. Go to the open tunnel opposite where you came in. Pick up and read the 4th book. Go to the doorway that Esher indicated. To the right is a lever you need to pull to open the door.
Enter the tunnel and exit into the head of the Great Shaft. Go to the right and listen to Esher. Pull the lever to call the elevator. Enter the elevator and pull down the handle just above your head.
You arrive at the halfway station. Walk round and enter the small room on the left. This is where you read the last words of Douglas Shaper. Inside is the 5th book. Go to the pedestal to the left of the exit, touch the image in the linking book and you will link to Direbo.
There are gates on the two bridges that lead out of the glade. Unlock the gates by touching the blue button to the left of each bridge. If you enter the bubble you will see a slate and a cyan icon on the left of the pedestal:
Touch the icon to link to Todelmer. When you have finished exploring, return to Direbo by touching the central icon on the bubble pedestal. Use the linking book on the pedestal just outside the bubble to return to the chamber.
Leave the chamber and continue round to to lower elevator. Pick up the 6th book and pull the lever to call the elevator. Enter the elevator and pull down the handle just above your head.
Air Supply
At the bottom of the Great Shaft you meet Esher again. His instructions are simple: raise the floor and turn on the air supply.
Only two of the promontories are accessible, so take the only exit from the Great Shaft and take either staircase to the bottom. You will see a pedestal with either a blue or yellow button. Press the button and a lever motors over and begins a countdown. Continue down the stairs and into the Great Shaft. Walk across the floor, noting the big button in the middle. Up the stairs on the other side and into a room with another pedestal. Press the button to start the timer. Next to the pedestal with the blue button is the 7th book. Go back to the big button in the middle of the Great Shaft. If you started both timers, the button in the centre will now be red. Press it and shudder your way up to the promontory level.
When you stop you will be able to access the promontories opposite the elevator and get to the new exit. Take this exit and on your right is the control for the air supply (turn it on) and the 8th book. Off to the left is a chamber. Enter the chamber and go to the pedestal to the left of the exit, touch the image in the linking book and you will link to Direbo.
There are gates on the two bridges that lead out of the glade. Unlock the gates by touching the blue button to the left of each bridge. If you enter the bubble you will see a slate and a cyan icon on the left of the pedestal.
Touch the icon to link to Noloben. When you have finished exploring, return to Direbo by touching the central icon on the bubble pedestal. Use the linking book on the pedestal just outside the bubble to return to the chamber.
Return to the raised floor and press the central button. When it gets to the bottom, press the button again and back off before it begins to rise (you have a few seconds before the machinery get going). As the floor rises you will be able to see the machinery that raises the floor. Climb down one of the ladders and go to the central platform. Pick up the 9th book. Enter the tunnel. At the end of the tunnel is another lever. This one turns on a fan and lowers a ladder in the tunnel.
Back into the tunnel and climb the ladder. Go the the door, pick up the 10th book and pull the lever to open the door. Turn round and walk to the opposite end of the tunnel. Meet Esher again. The 11th book is next to the broken door control. Go into the last rest room. Pick up the 12th book from the bed.
Go to the pedestal to the right of the exit, touch the image in the linking book and you will link to Direbo.
There are gates on the two bridges that lead out of the glade. Evil genome trainer. Unlock the gates by touching the blue button to the left of each bridge. If you enter the bubble you will see a slate and a cyan icon on the left of the pedestal.
Touch the icon to link to Laki'ahn. When you have finished exploring, return to Direbo by touching the central icon on the bubble pedestal. Use the linking book on the pedestal just outside the bubble to return to the chamber.
The Four Ages
You should by now have unlocked the gates between each of the glades in Direbo and visited each of the four ages: Taghira, Todelmer, Noloben and Laki'ahn.
If you haven't unlocked the 8 gates, it would be wise to do so now as it makes life a lot easier to move around Direbo.
From this point on you are free to go where you want as you can visit the ages and solve their puzzles in any order. I chose to go to Laki'ahn first simply because that was where I went last of all.
LAKI'AHN
Exploring the Island
A seemingly tropical island. If you haven't already, go see Esher on the steps of the Trade House. He notes that there is a way in through jeweler's entrance. After he leaves, take a look through the front windows. On a table just inside the left-hand window is a diagram with 5 symbols you may find useful later:
Go to the beach and follow the shoreline around to the other end of the cove. Keep going round the rocks a little way further until you reach a gap on the right. Through the gap and down the slope into the graveyard. Note the Laki'ahn skeletons and the broken crane on the right.
Go to the rocks on the left and note the image of three wavy lines carved into the stone. Grab your slate and draw the three wavy lines:
Drop the slate and back away. When you have gone far enough a Bahro will appear. If he likes your drawing he will raise his hands and call forth a wind. If your drawing skills are not up to scratch, he will shake his head and link out. If this is the case, pick up the slate and try again until the Bahro is satisfied.
With the wind in your hair, go get your slate - If you leave it laying around the Bahro will take it back to the bubble.
Unlocking the Cage
With the crane on your right, head out of the graveyard. There is a inlet in front of you with some metal gates opposite. Wade across and enter the gates. At the far end is a set of cages. In the circular central cage you can just see the top of a stone peeking through the gunge. Note the exit on the left of the central cage. If you could raise and rotate the central cage you could get to the stone.
Leave the cage and climb out through the broken gap in the wall. Walk round the cage to the far side. Note the sealed gates and the tunnel leading off somewhere. Turn round and go back to the grassed area. Over on the right is a structure with a windmill on the top. Climb the structure and you will see a control panel with three levers and two buttons. Back down and take a look at your slate. If you got the Bahro to call the wind then there will be a little wavy lined icon down on the left. Touch the icon, drop the slate and back off.
After the Bahro has called the wind, pick up your slate and climb to the control panel. Pull the left lever to engage the mechanism. Pull the middle lever to raise the central part of the cage. Now pull the right hand lever three times to rotate the cage.
When the wind stops, return to the cage and you should now be able to get to the pedestal. If you can't, you need to adjust the position of the central cage.
On the pedestal, note the double triangle that represents the cages. Put your slate on the pedestal and link to the bubble by touching the central icon. There should now be a 'cage' icon on the pedestal:
Touch it and link back to the cage.
Your next task is to open the gates and rotate the central cage so you can see where the tunnel leads. Leave the cage, touch the wind icon and drop the slate. When the Bahro has gone, pick up the slate and go to the controls. Pull the left lever to engage the controls, press the left button to open the gates and pull the right lever 3 times to rotate the cage.
When the wind stops, make your way back to the bubble and link to the cage - don't forget to take your slate.
The way should now be clear to get to the Arena.
The Arena
Climb the steps and examine the mechanisms. In the center is a tower that is level with a walkway. On top of the tower is another pedestal.
This is a perennial Myst puzzle - a counterweight problem.
Examine the four pillars behind the tower:
Each has a button that opens and closes the golden 'eyes'. The number of rings on the buttons indicates the value of each eye.
Note which eyes are open. If you add up all the rings associated with the open eyes you should get a total of 9 rings.
Close all the eyes by pressing the rings on the pillars. Press the golden button and the tower will descend. The symbol on the pedestal represents the tower with a weight on the top. Put your slate on the pedestal and link to the bubble. There should now be a 'tower' icon on the pedestal.
Touch it and link back to the tower.
Since this is a counterweight problem, you need to raise the tower above the walkway so that when you link in it will sink to the level of the walkway. If you don't do the sums correctly, you will be too heavy for the tower and it will sink to the lowest level.
Note: there seems to be a bit of a bug here, some players have discovered that if it all goes pear shaped, they get stuck below ground so save your game before you do anything.
You need to weigh yourself and the slate on the machine to the left of the tower. I got a total of 7 rings (2 x 3 +1).
Recall that to balance the tower so it is level with the walkway requires 9 rings and you weigh 7 rings so you need to set a total of 16 rings (9 + 7). I got this total by opening both 4 ring eyes, both 3 ring eyes and both 1 ring eyes. Press the golden button and up goes the tower.
To get to the top of the tower, head back to the cage, link to the bubble and from there back to the tower. Wait for the tower to gently sink and step off onto the walkway.
The Trade House and Awkward Elevator
Go right and you will meet up with Esher. Not so sure now I like him very much. Go into the doorway and examine the lock. Remember the drawing you saw through the window? All you need do is replicate the sequence. But note that the triangle is the other way up so the sequence is reversed. From left to right: circle, square, triangle, hexagon, diamond.
Open the door and enter the Trade House. There are rooms left and right - the paintings show the violent means by which the D'ni harvest the jewels you see lying around. On one of the tables is a drawing with four colours:
Leave the trade house via the jeweler's entrance and go left or right to the end of the auditorium. Press the button on the wall and a gateway opens. Go down to the lower left hand side of the auditorium and jump through the broken balustrade into the water. Swim across to the new gate and follow the corridor along to the junction. Turn into the side corridor and at the far end is an elevator.
On the wall is a counterweight. Put down your slate and lift the counterweight to the top. Stand on the square plate at the very end of the corridor and the elevator will rise (and the counterweight fall).
The problem is to get something heavy onto the metal plate while you stand on the elevator. The only heavy thing that you know of that you can call is a Bahro. But what are you going to call him with? None of the icons you know of so far are much use. The answer lies in Yeesha's journal. Take a look at book 8. She describes hearing the Bahro sing, which may give you enough time to raise the elevator up to the next floor.
Pick up your slate and draw the sing icon:
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Stand on the square plate facing the elevator and drop the slate. Go to the counterweight and lift it up to the top. Back onto the elevator and you will see a Bahro appear. If he likes your drawing he will sing and stay there long enough for you to reach the upper level.
The Trade House Maze
Step off the elevator and you will be confronted with 4 corridors. Each of these branches off twice more. At each junction is a coloured button. At the end of each branch is a wall with a final coloured button.
Remember the illustration you saw in the Trade House with the 4 colours? That is the route you need to follow in order to exit the maze.
Solution: With the blue junction behind you, walk forwards and press the red button. Right and press the red button. Right and press the green button. Left and press the blue button to open the door.
On the Beach
Exit and go to the pedestal on the right. Note the maze icon. Press the icon to return to the bubble (where the Bahro has returned your slate). To get back to the tree pedestal, you need to draw the maze icon:
Drop the slate, back off and a Bahro will take your slate to the beach for you. Go to the pedestal and the maze icon will appear. Link to the maze pedestal and pick up your slate.
Go forwards to the jetty and meet with Esher. Go along the beach to the right until you find the 'beachhouse' Round the back of the huge boulder is door blocking the entrance to a tunnel leading up. Round the front of the beachhouse are 6 rocks that act as counterweights. Look up and you can see a balance bar with a door above the exit from the rock tunnel. You need to balance the doors so that both entrance and exit to the tunnel are clear. Pulling on the handles raises the weights and balances the pole to open the doors.
From left to right: down, up,down, up, down, up, up (and this isn't the only solution).
The Keep
With both doors now open climb the tunnel in the rock and look through the window. There is a flag hanging limply with something painted on the cloth. If there was a bit of wind then maybe you could see the symbol. Draw the wind symbol, drop the slate and back off. When the Bahro calls the wind, look through window and note the Bahro sign on the flag.
Draw the Bahro sign on your slate:
Drop the slate and back off. When the Bahro takes the slate, go back to the pedestal next to the maze exit and link to the bubble. Touch the new symbol and you will be transported to a little island. Listen to Esher and enter the Keep. Touch the glowing blue slate to unlock a corner of the Tablet. Touch the icon on the pedestal and link back to Laki'ahn bubble. Touch the icon to return to Direbo.
You can go to any of the other ages. I went next to Todelmer as it was straight over the bridge.
TODELMER
The Observatory
Climb the stairs and continue until you reach a red lit control room on the left. Esher is waiting inside to greet you. When he has finished, walk round to the back of the room. Like all things Myst, turning on the power is never easy. Face the green screen and move the levers to the central position (where the screen is brightest). When you have them adjusted, the rim begins to rotate and you have power.
Back round to the front and up the steps to the 4 telescope controllers. Note the 4 cable reeves that disappear up into the roof. You can play with the controls if you like - note that one of them is busted.
Back outside and continue up the path. Up the metal stairs and your way is blocked by some coils of cable. Look up and you can see the broken cable. Back down to the red control room and the broken controller. Move the sliders to the top left corner and press the green button. Turn round quickly to see the cables reeling in. Back up the path again and the way should be clear to get to the top of the tower. If not then you will need to play with the sliders to get the cables reeled in.
Climb to the top of the tower. At the top take time to appreciate the view. Go to the building off to the side and enter the blue room. At the back of the room is a map of Todelmer:
You are on the big tower in the middle. There are two more towers (in blue), 4 telescopes (in red) and a link to one of the towers (in green). Note the way the towers and telescopes on the right line up. Note also that the pacman shapes on the telescopes match the red quadrant markers in the control room.
Leave the room and locate the other two towers and the four telescopes. One of the towers is pretty obvious but the other is a long way away and only has two lights on the top. There is a huge vertical wheel on the edge of the platform with a cable that links to the second tower. Going to need this later.
Telescopes
Go now to the telescope at the top of the stairs. Look through the view finder and you will see three controls. The top right control zooms in and out, the one on the left pans up and down and the third controls direction.
Spin round until you can see the second tower. Zoom in and see what you can see. Just below the top are three white icons:
Make a note of them. Just below is the other end of the linking cable with what looks like a cable car. Interesting. Pan up to the top left of the tower and you will see a pedestal. Unfortunately it is a side view so you can't see the Bahro symbol. Have to find a better viewpoint methinks.
Remember the line of telescopes and towers? If you pan round you should be able to see the small tower. Except you can't. The problem is however that huge wheel, it's between you and the small tower.
Leave the telescope and go back to the blue room. Close the door and press the button on the wall. Turn round to see a stairway appear.
Go down the stairway and keep going until you get to a little platform overlooking the second tower. On your right is a cable tensioner. With the little hammer on the right pull down the lever. This activates a mechanism that slackens the main cable above. Go back up to the top of the tower and look through the telescope again. You should now be able to see the small tower. Zoom in and you will see a pedestal with a Bahro sign.
Jump off the telescope and draw the symbol. Drop your slate and step away. When the Bahro takes the slate, walk back down the stairs to the bubble and touch the new icon on the pedestal:
You are now on the small. Jump on the telescope and take a look see. The main tower is in full view, the second is obscured by the telescopes.
Swing round to look at the main tower, zoom in and note the white icons just below the top:
Collect your slate from the pedestal and link back to the bubble. Up the stairs to the red control room and onto the central platform. Go to the right and examine the first controller. Select the set of icons that match the red quadrant on the screen. Now move the sliders so the symbols match the icons you have collected. Press the green button to align the telescope.
Now do the same to the first controller on the other side. We can't set the last controller because you do not have the settings yet.
Down to the bubble and link back to the minor tower. Take a look through the telescope again. Now that you have aligned the main telescopes you should be able to squint through the little hole and see the pedestal on the second tower.
Zoom in and note the Bahro sign. Draw it on your slate:
Drop the slate and back off and the Bahro will take your slate to the second tower.
The Cable Car
Go to the pedestal and link back to the bubble. Before you head off to the last tower, you need to re-tension the cable. Climb up to the top and into the blue room. Head down the stairs to the landing stage. Flip the hammer to the left and pull down the lever. It might be worth going back up to the telescope to check that the cable car is now level with the ledge.
Back down to the bubble and draw latest Bahro symbol. Drop the slate and back off. When the Bahro takes the slate, touch the new icon on the pedestal:
You are now on the second tower. The door leading to the landing platform is locked so go down the stairs to the telescope. Can you see the cable car? If the cable is fully tensioned the doors should be open and you can step down onto the cable car. If not then you need to link back to the main tower and tension the cable. Remember as well that you need both hands to climb down so make sure you leave your slate on the pedestal.
Step down onto the cable car and down the ladder. The control lever doesn't work yet so head off into the tower. Halfway up the stairs is the power controls. Move the levers to get full brightness and the rim will begin to rotate (the positions are: left just above centre, right just past centre).
Speeding Things Up
Keep going back up the tower and press the button to build the staircase. Up to the top and note the Bahro sign on the wall:
Open the door and go get your slate. You should also meet Esher again - you need to go 'up there' with help from the Bahro.. Go back down to the cable-car. Pull the lever and enjoy the ride.
When you stop, note the icons engraved on the support:
Pull the lever again and trundle along to the main tower. Up the stairs and back down to the control room. Go to the last controller on the left and set the controls. Press the green button to align the telescope.
Remember what Esher said about needing to align the planets? Draw the latest symbol and a Bahro will arrive and speed things up. The clock starts to go mad and the clouds rush by outside. When things slow down go look at the telescope viewer. You can see the planet but not the rings. You need to speed things up again.
The Keep
This time round look at the viewer and you will see something flashing in the planetary rings. Press the zoom buttons on the top right of the viewscreen and you will be rewarded with an image of the Tablet pedestal.
Step outside and draw the Bahro symbol:
Back off until the Bahro takes the slate and walk down to the bubble. Touch the satellite icon and you will be transported to the D'ni satellite. Listen to Esher and climb down the ladder to the Keep.
Touch the glowing blue slate to unlock a corner of the Tablet. Touch the icon on the pedestal and link back to Todelmer bubble. Touch the icon to return to Direbo.
Exit the bubble and over the bridge to your next age.
TAGHIRA
Escaping the Tunnel
It's a bit chilly here. Listen to Esher if you haven't already. Wander forwards and note the exit below the frozen floor. At the end of the tunnel you can see a tower way over in the distance. And if you look carefully, there is a Bahro symbol on the ice wall over to the right.
Step back to where there is a symbol on the floor. Can you hear the ice creak? What you need is something heavy to weaken the ice so you can break through. Drop your slate onto the symbol and back off. You should see a crack appear in the ice (if not, you have dropped the slate in the wrong place). After the Bahro appears and takes your slate, the crack will get wider. Walk forwards and discover that the floor was not as stable as you thought.
Jump down, exit through the lower tunnel and climb up the ladder (sans slate).
Since you need to get the slate up here, note the bridge icon on the pedestal and link back to the bubble. Pick up your slate and draw the bridge symbol.
When the Bahro takes the slate, go back to the bubble and touch the new icon on the pedestal:
Getting Warmer
Note the Bahro sign on the wall. Draw it to see what it does:
Since you now can't get across the bridge, wait a while for the heat to fade away. Go across the snow and down the steps to the central tower. Leave your slate on the pedestal at the base of the steps and go climb up to meet Esher.
When he has gone, take a look at the 6 towers. They are sitting on patches of ground bare of snow. The lack of snow would indicate some sort of geothermal energy and the towers are the means to access this energy. Walk round to the back of the central tower. You can see a bunch of pipes leading to a manifold and a much thicker pipe leading to a frozen lake.
Now go inside the central tower. Note the drawing on the wall:
If you go round to the lake, you will be able to see a patterns of pipes the same as that on the drawing of the wall of the central tower. You can also see the Keep way off in the distance.
Examine the manifolds, one has red markings and the other blue. There are three levers but these are locked at the moment.
Go back to each of the geothermal converters and flip the levers across to the right. And maybe it is my imagination but I think something big left its footprints in the snow.
You will also meet Esher who gives you a clue as to how to cross the lake. Go get your slate, go to the frozen lake and draw the heat symbol. Drop and back off.
Crossing the Lake
When the Bahro has done his business, you will see steam puffing out the top of each thermal converter and steam escaping from the pipes. Examine the manifolds. The levers are now unlocked and you can manipulate them. If you fiddle about with them and go back to the lake you will see bubbles appearing that build a pathway across the ice.
You task then is to build a bridge across to the other side.
Set the manifold levers as follows:
Red: left, right, left. Blue: right, left, left.
Walk across the far side of the lake but be careful as it is easy to fall off and not so easy to get back to the beginning. Go meet Esher. The Keep is just in front of you so off you go.
The Keep
Except you can't. You have to really concentrate to see the icon. Draw it, drop the slate and back off.
When the Bahro takes the slate to the keep, link back to the bubble and touch the new icon on the pedestal. Listen the Esher and touch the blue glowing slate to release the Tablet. Touch the icon on the pedestal and link back to Taghira bubble. Touch the icon to return to Direbo.
Exit the bubble and over the bridge to your next age.
NOLOBEN
When you arrive in Noloben, turn round to face the sea. Esher is waiting down the beach on the left for you if you have not met him here already. Go to little stall next to the cliff. There is an awning covering a stone and 4 bowls. There are a bunch of symbols on the wall and a Bahro sign down on the ground.
Rain
Note that the Bahro sign is upside down (the shape of the slate tells you this). Draw the sign, drop your slate and back off. If the Bahro accepts your artwork it will begin to rain. Go pick up your slate and take another look at those bowls. When the rain stops note the symbols reflected in the bowls and the 'shadows' associated with each bowl.
Go further down the beach and you will see a tunnel in the cliff face. Walk through to the other side of the island. If you explore the beach you will discover a way to the island across the water. Note the sealed door.
Back to the bubble and along the beach the other way. There are some old tents and a very old boat. What you do need to find are the snake holes at the base of the cliff. There is a rope hanging down that, if you pull it, will allow ladder to fall.
Before you climb up, go to the right until you reach a dark tunnel. You can go inside but your passage will soon be blocked. However, the blockage seems to be some sort of rotating door. Ignore the snakes, they are harmless.
Exit the tunnel and climb the ladder to the top of the cliff.
Making up the Numbers
In the middle is a massive dome covered with carvings.
Go to the open window directly in front of you. Inside you can see another open window. Note the symbol on the inside wall above the window - looks like those you saw on the beach wall. Walk round the dome to the other open window and look at the first window you saw. If you close the window you will see a Bahro sign.
There are 15 windows, each with a Bahro sign and an associated symbol on the inside. Your task is to match the inside symbols to those on the outside. Enjoy playing with the windows until you have all 15 Bahro symbols linked to 15 inside symbols.
Lining up the Rocks
There are 4 smaller rocks arranged about the dome. Note the direction of the shadows - remind you of anything? On the 4 smaller rocks are sets of Bahro signs.
Recall the symbols you saw reflected in the water bowls. Note the equivalent Bahro sign from the windows and rotate each of the outer stones to the correct symbol.
Solution: Begin with the rock facing the sun then go round to the right finishing with the sun on your right:
Time to go back down the ladder - face the sun and it is over on the right.
Into the tunnel which should no longer be blocked. At the end of the long and winding road, you will end up in Esher's workroom. First job is to program your slate by placing it on the pedestal. Climb the stairs now and Esher will say hallo again. Keep going to the top and take a close look at his diagrams. The important one is the Bahro snake sign.
Note the ladder at the very top of the dome.
Back down to the bottom and pick up your slate. You need to seal the chamber so link back to the bubble or walk back to the beach and climb the ladder. Rotate the 4 rocks and go back down to the bubble. Link to the inside of the dome and put your slate on the pedestal. Climb the stairs to the top, up the ladder and out onto the roof of the dome (you can't climb the ladder with a slate in your arms). Note the symbol on the pedestal and go back down to your slate. Draw the symbol and back off. A Bahro will come and take your slate to the roof for you.
Up on the Roof
Climb up to the roof and go to the lens. Stand on the tree symbol and look through the lens. The sealed door on the island is now open revealing the Keep inside.
Step off the symbol and the door reseals itself.
Recall what Esher said about the Bahro and snakes. If you draw a snake then the Bahro will not come for the slate until the symbol erases itself. Stand on the tree facing the lens. Draw a snake and drop the slate:
Go to the pedestal and link to the bubble. Make your way through the tunnel to the other side of the island. Go down the beach until you are facing the door and walk across the water.
Wait.
When the Bahro arrives for the slate, the door will dissolve and you can enter the keep.
Note the symbol and link back to the bubble. The Bahro has brought your slate back so pick it up and draw the Keep symbol:
Drop and back off. When the Bahro has taken the slate, go to the pedestal and link to the Keep. Listen to Esher and touch the slate.
If this was the last slate, something will cover your eyes and you will link back to K'Veer.
K'VEER
When you return to K'veer, enter the Keep and pick up the tablet.
You now need to decide what to do with it. There are four options:
Give it to Yeesha.
Take it to Myst Island and give it to Esher.
Drop it on the floor and see who or what picks it up.
Put it back in the vault and go to Myst Island.
Before you decide, save your game. Just in case something goes wrong..
THE END
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About Genre Adventure Rating Rated 'E' for No Descriptors Summary Picking up immediately where the original Myst ended, players are presented the privilege, challenge and responsibility of restoring the lost empire of the D'ni - an ancient civilization of people who thrived for thousands of years but later met with a great catastrophe. Like each previous Myst title, Myst V: End of Ages advances the graphical beauty and detail of its worlds with a fully immersive 3D environment. Cyan carefully crafted and combined elements of adventure, puzzles, storyline and gameplay innovation for the final chapter of this epic adventure series.