	This is a bare bones walk through of the start of Myst, and includes information on the Library and Tower.  Not all details are covered, but the main points required for discovering the clues to the Myst books on the island are included.
	You arrive on the island at the dock.  Follow the dock to the end by the switch, go up the stairs and turn left.  Follow the path to the stairs at the end.  Turn right and go up the stairs.  You will find a note on the grass in front of the round granite building.  The note tells you about a chamber near the dock and what to do there.  You need to know how many marker switches are on the island.  The switch at the end of the dock was a marker switch and they all look the same.  Explore the island and count the switches, turning them "on" as you go.  You should be able to turn on all but one of the switches.  One is located in a place you cannot get to yet, but you can see it.
	Return to the dock and look for a small door near where you first entered Myst.  Clicking on the door will open it.  Follow the corridor to a chamber.  In the chamber is a large round device with a button on it.
	Turn until you are facing back toward the stairs and notice the small panel to the left of the stairway.  Click on it to move closer.  There is a list of settings on the panel, and a small button in the top left corner.  Pressing the button causes the panel to open, revealing two numbers in windows and two sets of small up and down arrow buttons.  Clicking on the arrow buttons allows you to set the two digit number in the windows.
	Set the two digit number to the number of marker switches on the island, then press the button in the lower right hand corner to close the panel.
	Go to the large round device and press the button on it.  The message will then play, giving you part of the story.
	Exit the chamber the way you entered and make your way to the Library, the square, granite building next to the round granite building in front of which you found the note.
	Inside the library you will find a red book and red page, a blue book and blue page, three paintings, a bookcase and a fireplace.
	Take the red page and put it on the red book.  Reading the book will give you part of the story.  Do the same with the blue book and blue page.
	Examine the painting of the island.  There is an outline of the major structures and features of the island on the painting (if you turned on the marker switches) and a flashing circle.  Click and hold on the flashing circle and a line will begin to rotate around the circle.  The line will turn red and pause at these points:  the large gears on top of the hill near the dock, the sunken boat's crow's nest, the large tree, and the rocket ship.  Stop the red line on the large gears.  You will hear the sound of the tower rotating.
	Go to the painting that shows stairs leading to a corridor and click on it.  The painting will swirl and the bookcase will open to reveal a secret passage.  Follow the secret passage to an elevator and take the elevator to the tower.  In the tower you will find two ladders.  One leads to a narrow window that shows you what you have aimed at.  The other, located behind the elevator, leads to a clue, bolted to the wall, that is needed to access the Myst book at the location the tower is aimed at.
	Return to the library, rotate the tower to the next spot where the line goes red and pauses, return to the tower through the secret passage, and get the clue for this Myst book location.  Repeat this process until you have all four clues.
	Once you have all the clues and are back in the library, click on the painting that shows an open doorway.  This closes the secret passage and reopens the library exit.
	Before leaving, examine all the books in the bookshelf.  While most are burned, some are not.  The ones which can be read contain valuable clues and some actual maps which you will need during the various Ages.  One book contains hundreds of drawings of squares in patterns.  Leave this book alone for the moment.
	The last item in the library, the fireplace, comes into play later during the endgame.
	Myst is a trademark of Cyan, Inc.  Copyright 1994 Broderbund Software, Inc, and Cyan, Inc.
	Enjoy - Bravo  1994