Walkthrough:Cleft (Uru)/2

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Warning: This is a walkthrough article for a computer game in the Myst universe. Before reading, please understand that reading this page, or part of it, may severely impact your experience and enjoyment of the game. Before trying any of the hints provided here, we strongly suggest you explore and tinker on your own and try and find solutions by yourself.

If you followed the previous section, you just went through an open door to a big room a moment ago, and have been exploring the inside, including the adjacent room. If not, step inside the Cleft to get there. It is by far the biggest room and therefore hard to miss.

Inside, you will find several devices that don't work, apparently requiring power. In the adjacent room, there are only two controls: an also not working blue button that appears to be related to the door next to it, and a lever, in front of a strange sort of machinery.

By pulling the lever, you will see something on top unlock (simply undo and redo if you didn't notice). This in itself has little effect at all -- the devices in the two rooms still don't work. But if you leave the room and climb back out of the Cleft, you will find something that previously did not function and now does...

...the windmill. The adjacent room, and in particular the lever you pulled, was, in fact, right underneath that windmill. Now that the lever was switched, you can easily push the windmill a little, and it will start working on its own.

It should be obvious where in particular this added energy source could come in handy, so you should get back to such locations and continue tinkering around.

Failing that, proceed to part 3!

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