Shady’s Entire realMYST Playthrough in One Video [10-Year Edition]


While this opening statement was technically true, the real purpose of it was to quickly assure this is a commentary series. I prefer not to talk during cutscenes, so I had to say something quick. I’ve removed the commentary here because I should not be talking at this moment. Don’t worry, I’ll make up for it with plenty of new commentary. You can smell the awkward coming out of the screen right here, can’t you? These early videos would definitely look different if I made them from scratch today. Because of this statement, I exclusively use the mouse to move around in this series. This matches what I did originally as well. The game did eventually add WASD controls. I switched to using those for the Flymode series. You’ll notice the differences if you’re observant. The perception of appearing short was exacerbated by the wrong aspect ratio in the original series. Dropping knowledge about the original game is a dead giveaway I’m not actually solving anything for the first time. Some people took offense thinking I was trying to fool them but I certainly wasn’t. I originally pointed and read out loud because I was unsure of how the video quality would turn out. Everything on YouTube was potato quality back then. The day/night cycle is actually 30 minutes on Myst Island. I have no idea why I removed my Arrested Development reference in my original upload. I trailed off saying “it’s fun,” because I realized just in time that I was about to give away spoilers. I’m pretty sure that was a dig, not a compliment. Notice I say “What is this?” BEFORE clicking on the viewer, so the noise doesn’t drown out my speech. This is a technique I hadn’t become conscious of yet when I made the original video. We don’t actually know whether these are in fact the stars over Myst Island, but it’s as good a guess as any at this point. It turns out I was born the same day as Bruno Mars. You can hear the clicks here are out of sync with the gameplay. I made the change so that the game sounds are more audible this time but that’s the downside of recording voice while playing. I can’t say for certain, but since I couldn’t determine any patterns it appears the game determines at random which transformer blows out. Some Europeans took offense at this comment because they thought I was calling them ignorant for using the Metric system. I thought it was self-deprecating because no one has any business using the Imperial system. I got a lot of criticism for taking this long here talking about nothing. I’ve since found a better balance between being considerate to the viewer and also doing what I want. Recreating a passable butterfly chase for the new video was quite difficult. It was essentially impossible to make it match the old one, so overall I think it turned out very well. I believe this happens because I bailed early after pressing the button the last time I was here. I would’ve left my original voice impression in had my imitation of their laugh been better. The button always fails to work the first time you try this. Blame the game, not me. There’s a bug where the music doesn’t come back if you end the message early. In the original series, I just jacked up the game volume to make the buzzer louder. But that results in the background noise being louder too. I did it the right way this time. I believe the D’ni language was based off one of the many languages created by J. R. R. Tolkien. This is a rather terrible mix between “I know this for sure” and “I have no idea what any of this is.” It would have been smoother for me to infer he “probably” says Sirrus, based on the forechamber message. But that’s my lack of experience showing. I usually do not talk during cutscenes and dialog, so in these instances with the blue book, I make sure my comments do not overlap the speech in the game. Forechamber, planetarium. Round, mostly empty rooms with the feature in the center. The pattern is common enough throughout the game that it’s worth pointing out now. Planetarium, generator. The forechamber and cabin have panels with buttons. Buttons next to doors and hallways are extremely common. The commentary files I edited in after recording are easy to spot in this first segment on Myst Island. I unwisely applied an aggressive noise filter that made my voice sound weirdly metallic. Unfortunately, I don’t have the pre-filter recordings. “It’s night time by the way.” This is a colossally stupid comment. I meant to imply I was taking a long time with everything but that probably was not clear. I’ve cut out much of the extra time I wasted staring at the book shelf in the original series. I was really tired then and had been running straight since the beginning. You saw in the planetarium what time it was. According to RealMyst Masterpiece, the water is calm and about a foot and a half deep. Outrageous. This puzzle is so easy that it’s hard to script out commands that show all the mechanics but don’t accidentally solve it too early at any point. The original video did a poor job of this. Landing on 333 before resetting is not the best demonstration. The original series had a seagull flying by right as I say “And look at that.” It looked strange in the sunrise lighting, so everyone thought that’s what I was pointing to, but I was just pointing at the newly rotated gear. I would’ve reproduced that in this version if I could, but such a thing is outside my control and there happened to not be any around this time. Oh well. In my original series, this is where my first recording session finally ended. I never thought to attempt any switch of recordings that didn’t involve a full transition like this. This time I switched recordings on Myst Island several times. Did you notice any of them? After the criticism my first recording received, my second recording was more scripted and the pace was much quicker. This one was probably a little too quick overall, but eventually I discovered a balance in the middle. Someone once told me what this painting was but I can’t find the comment now. If someone tells me now, I’ll replace this subtitle with it. I think I only recognized it from the original game. This box does open as an Easter Egg in the RealMyst Masterpiece Edition. It vindicates everything I said. This is an alternate reading of this letter from the one I published in the original series. Clearly the sun is actually rising. The day/night cycle on the other Ages lasts only 10 minutes, as opposed to 30 on Myst Island. This caught me off guard. That one light is the only one on the floor that has any clipping. It is difficult to “solve” this puzzle in a scripted way. The motivation for the player to look up, assume the controls move with the elevator, and contemplate the middle elevator button will not likely occur all at the same time. If I were making this series from scratch now, I would not approach it this way. I would not even assume it’s possible to put it back, let alone try to pull it off. “Well OK, a curtain.” Looking back, this is one of my favorite lines in the series. Why did I say that?? I think the curtain is supposed to cover up the vertical window like we see in Sirrus’s room, but if you peek behind, the window isn’t actually there. This rotation mechanic, in both the simulator and the elevator, moves much faster on my new computer. So I have to put the speed lever to a lower setting to match what I had in the original series at maximum speed. The real time on the Mechanical Age has some strange behavior. The gray sky you see here is one example, as it does not appear during the normal day/night cycle if you stay outside. I don’t know if this is a bug or a feature. None of the other Ages behave like this. The clipping layout is strange here. It is very easy to get caught on these stairs. Here, you can see just how much faster the gears move at maximum speed now. “Whoa” because in the original series, the sky was once again in a questionable state that is not part of the normal day/night cycle. Unfortunately, I could not reproduce it. In the original series, I pointed out these lights late in the game. It’s a good thing I have this alternate recording, because for reasons I’ll get into later, the original line wasn’t an option. It hadn’t yet occurred to me to post overlays onto the video. The commentary reflects this. In the original recording, some graphics glitches appeared on the spaceship when viewing it from the tower. Naturally, since they don’t occur on my new computer, I removed the commentary for it in this version. The name Selenitic is not mentioned in the pages of the book. It is printed on the spine of the book as can be seen on the bookshelf; however, it is difficult to make out in all but the highest graphics resolutions. In the original series, I forgot to turn the switch off here. So this will result in some rearranging of the commentary. It turns out there are plenty of people who are perfectly capable of just humming the notes and matching the pitches, although counting half steps is popular too. I still probably came off a bit more arrogant than I intended to. The explanation for this puzzle was difficult to pull off because I had to fit it within YouTube’s old 11-minute limit per video. Although I have no such restriction here, this version had its own difficulty, since copying all the precise mouse movements in this section was especially tricky. These precise slider movements were difficult to pull off while making the new version, because I was following cue videos which played different pitches and were a few seconds ahead. Watch the behind the scenes video to see what that is. I hold these longer this time so you can hear the whole sounds. “I guess it’s centrally important somehow.” Centrally? That is what I said, not “essentially”. I must have had my monitor set pretty dark by default back then because now I don’t have any problems seeing anything. Your mileage may vary. The original video played a couple lines from Zelda CD-I: The Faces of Evil here. Link’s “sure is boring around here” line was a tribute to the fact that in 2009, 90% of YouTube was YTPs of that game. I figure the opening music to the Monkey Island series, featuring the Lookout and his campfire, is a reference that’s a bit more timeless. So here’s the instance where I swap recordings as I explained in my behind the scenes video. Could you tell? Would you have guessed had I not told you? Note: The obvious “pop” sound at the top of the ladder is NOT where I switched audio. Here’s another instance where the graphics wigged out in the old series so now the commentary has been revised. Clock “symbol” is the correct word, but in the original series I said clock “sound”. Both lines were recorded after playing, but I put the wrong one in last time! Finally, it is correct. Oof, I was REALLY slow this time around. The original clip was awkward here because I wanted to show the ambiguity of the playback sequence, but I also clicked on all five buttons in order when I spoke the words “all five sounds here” slowly. The two don’t work well together because the last button is neither the first nor the last sound in the combination. Here, I got around it by just not clicking on the five buttons beforehand. Obviously one wouldn’t see the sun now anyway because it’s cloudy. But it is true; there is no visible sun on any Age in this game other than Myst Island. Previously, I had followed up this line with “yes, I did do that on purpose”. Although it should be obvious by now that I already know the solutions going in, I find that line to be a little too overt. This is yet another instance in this chapter in which the old recording had some graphics glitches from the game, but now I don’t experience it. However, I’ve discovered a completely different weird bug in this same hallway. Sometimes a gravity force will slowly pull you back up the stairs toward the exit, but only when you face it. So I still get to use the voice clip. This comment about how I designed the series is, once again, probably a little too revealing. But considering how much time is spent on the mazerunner, I left it in because I figure it’s better than dead air. The reason for covering Mechanical first is not so much for making Selenitic easier, but rather to give the rotation simulator on Mechanical a more meaningful teaching function. If it weren’t for that, figuring out the sounds on Selenitic probably would have been more interesting. I tend to underestimate time in this series. Twenty minutes was probably more accurate, and would have fit the narrative much better. Pointing out the railing is almost as good as pointing out the curtain. Not really. It’s pretty clear this Age lacks music precisely so you can hear the sounds better. The glitches are finally here for once! This caught me off guard while recording here, but it was a pleasant surprise. The old video was much more extreme though. By not entering as far into the spaceship before looking at the console, I keep the door open. The blending of the wind sounds is better proof that this is a legitimate run. I think speedrunners just memorize the pixels surrounding the correct positions of the sliders. I am exclusively going by ear, but I suppose there’s no way to prove it. A couple years ago, I actually lost my absolute pitch skills. I was consistently off by a little over a half step. Fortunately, I was able to work very hard at it for a long time to get it back. Man, this filler is even worse than what I had before. Maybe I should have left it as dead air. I still refuse to cut out gameplay no matter what though, even if it’s redundant and it’s obvious what I’m doing. Finding a way to still make it interesting is a challenge I’m willing to embrace. I have about ten different takes of that “screw Atrus” line on file, but this is still by far the best take so I’m not swapping it out. I explored this very question in my “Flymode” series on this game, in which I hack the gravity settings to escape its normal confines. Check that series out if you would like to know the answer. If you’ve seen the original series, you might recall this segment took place during the day. In fact, ALL segments on Myst Island from here until near the end of the game took place exclusively during the day. This is due to a bug in the game. It appears that if you spend too much time on another Age, then real time breaks on Myst Island. Each time you link back to Myst, it starts at sunrise and then the sun and clouds stop moving at high noon. You can see this happen in the old series. So this time around, I got around the bug by calculating what time of day Myst should be at each time we link here, but not actually spending that much time abroad in my saved games. So this is how the series would have looked if not for the bug. In a re-recording, even a past mistake is now the “correct” action. This journal is where it becomes clear that the planetarium is in fact tracking the stars on the Stoneship Age, not Myst Island. I probably should have mentioned that. “Leisurely exploration” was part of the video description I copy/pasted into most of the videos of the original series. Everything I work on takes much longer than that now. Maybe I should speed it up, huh? Unfortunately, I still do not know any details, so now I doubt my memory. If anyone else knows, I’d be interested to hear. I find it frustrating that the stars fade in and out. Their behavior should not depend on whether you’re looking through the viewer. However, this isn’t nearly as bad as RealMyst Masterpiece jumping to a completely different part of the universe when you enter a code date wrong by one minute. That is terrible and unacceptable. It means the puzzle is now just a code, instead of any actual observation of anything in the sky. At no point in the series did I explicitly state what this symbol is. This was a deliberate choice. Rumor is that still nobody knows. This is one of the strangest non-sequiturs in the history of Let’s Plays. Funnily enough, this game needed some aspect ratio correction as well. Its native resolution was 320×200, but is ultimately meant to be viewed as 4×3, due to it using non-square pixels. I was unaware of this before. I planned to have that clip in the original version but I took it out at the last minute. “Sid” was the original name conceived for Lance, a character I invented who appears later. This line was not in the original series, however. I thought I recorded a sarcastic line saying it was somehow flooded up here too, but apparently I did not. This is another spontaneous moment that is hard to recreate in a re-recording. It’s not perfect, but I think I captured it pretty well. My original opinion about the music is what you are hearing here. I later changed the commentary to what you now hear in the old series. In that version, I claim that the bubbles you hear should also be counted as part of the music, and thus the music is in fact particular to this Age. After listening to the soundtrack again, I have now changed back to my original position. I was too busy cracking stupid jokes to pay attention to developing plot details. But can you be SURE that events with lightning are unplanned at this point? Just like I did with the “monkey mask” on the Mechanical Age, I pretend Achenar’s conquest trophies are merely cheap props. I think some people misinterpreted this bit as naive. This was my first experience in executing a proper wait time while recording for commentary recorded separately. I think I just spoke the half-letter out loud for the timing back then before replacing it. The logic of this puzzle assumes an airtight chest that is probably mostly empty. There is no empirical evidence in the game that this is actually the case. I struggled with this puzzle because my instinct tells me the opposite. I figured it was a leaky bucket full of treasure and bowling balls. Missing the stairs in the original series was a goof that I tried my best to duplicate here, but I don’t think it turned out that well. Clearly, Cyan employees don’t watch my videos since neither this nor the open inside of the Myst Island clock tower have been implemented. I first completed Myst when I was 12 years old. It took me about two weeks. The rest of the entire game took me one of those weeks. Completing Stoneship from this point took me the other. I unwittingly turned the master volume down on the video I uploaded for the original series. Part 21, the video that covers this room, is a few db quieter than the rest of the series. Did you see that fish swim through the metal right there? In the original Myst, the secret passage to the Compass Rose was not discoverable until the main passage lights were turned on. In later versions, including this one, the secret door could be opened in the dark. But it wouldn’t mean much with the lights off and the alarm sounding. My personal preference is that of the original, because lighting the passages encourages the player to examine them. This is what I replicate in the video. I measured it to be about nine minutes. But it may be due to my new system, similar to the Mechanical gears speeding up. I did discover this during live recording. However, I redid the recording for other reasons, and so had to recreate the moment even in the original series. In the original series, I would record an entire Age in one sitting. That often resulted in sloppy execution and unintended results. Here, I had been recording for a while, and suddenly blanked out on what I was supposed to be doing. I was supposed to bring up the telescope, but almost went back to the Compass Rose instead. All the commentary was edited in later. This time around, I cut out a lot of it because it was meaningless filler to cover a gap that happened while I was blanking out before. This puzzle would be more interesting if it required an obscure value such as this. Too bad. A theme I like to inject in my videos is that once things start to look like they’re going a little “too” well, the worst possible thing happens and it blows up in my face. In this example, everything has come together and the Stoneship Age has just been solved. However, it’s a delicate situation with the battery and the compass buttons. So in my mind, this creates the perfect bull-in-the-china-shop scenario where some rando storms in and wrecks everything. Unfortunately, I never bothered to develop this character or anything because he’s not appropriate anywhere else, so some people found this off-putting. The last version didn’t even have evidence of a struggle, so I hope this improves it a bit. I would have thrown that line out for its inconsistency but someone said they liked it so I kept it. Once again, check out my Flymode series on the matter if you want to know the answer. The battery meter from the lighthouse is also visible from this room. But you’re not likely to notice it if you don’t know about it. So did you find it? As shown in my Flymode series, the battery meter is also visible here. It was not a joke. So did you find it? I also show in that series how we link to Ages a certain distance above the ground. You may have noticed a slight fall here upon arriving. While making the old series, I had recorded this segment several times. In one or two cases, there was already enough power. In others, there was not, and I topped off the battery. The original series featured one of the takes in which I thought the battery was low enough to warrant topping off. So here, I’m showing the alternative. However, with the timer (probably) being shorter on my new computer, I had to artificially create this condition for the sake of the video. This is my favorite line among those not in the original series. I don’t remember saying it at all. For some reason, on return trips to the Stoneship Age, climbing the stairs doesn’t result in a thunder clap as it did before. I don’t recall the game doing this back in the day. I came up with a theory trying to explain the tower’s behavior. For a while, I thought the tower rotated as if the door was positioned on the back side of the lower floor. But upon further inspection I found no rhyme or reason to its movement whatsoever. I react to the matchbox as if I’ve never seen it, then immediately explain the interface with it. It’s the big conundrum that plagues the whole series. Play acting as if solving puzzles live makes the best presentation, but I also want to reveal extra tidbits I know. This bit with the door shoving me aside was supposed to go at the beginning, but in the original series I messed up the execution. But it turns out it works better here anyway because of the line about starting a fire. What makes recording game footage liike this difficult is that even one mistake can mess everything up. If I so much as exit the cabin at the wrong angle, I won’t see the tree rising, which I need in order to motivate moving further toward it. If I hadn’t run into the 11-minute time limit while making the original series, I may have played around more with the various speed settings here. While I haven’t been able to pause the elevator midway between the top and bottom in this game, I have been able to in the original Myst. In some respects, recording the new video was actually easier, since I didn’t have to worry about the time limit anymore. For example, I could actually act more naturally confused and stuck up here this time, although I am still restricted to the original commentary. I also had the time to hold this button longer at the bottom, to demonstrate it won’t take us any further. However, the commentary has not yet addressed there even is anything down there yet, let alone that we want to go there. So the motion had to be subtle. Once again, RealMyst Masterpiece screws this puzzle up. On its way down, the tree will wait for you to board it before proceeding underground. There is no physical reason it would do this. Besides being patronizing, this converts the puzzle from a physics/logic situation to one that’s merely a puzzle with an overt intended correct solution. It ruins the immersion. In-TREE-guing. I didn’t even notice this until someone pointed it out. The ambient background sounds on Channelwood are very loud compared to all other ambient sounds in the game. This creates a tricky editing situation when layering commentary over it. A mere volume reduction isn’t perfect, because that also reduces foreground sound effects. Oh well, there’s nothing else I can do about it. Someone had asked for a shoutout, which I don’t do, but their last name sounded funny so I snuck it in as an exclamation here. ??!?!!??!?!!!??!? The issue is that the game’s default setting includes a “dead zone” for the mouse, which I had turned off. The dead zone is a rectangular area in the center of the screen in which the mouse moves freely without changing the view, and the camera only moves when the mouse pushes against the edge of the dead zone. Naturally, I turned this off because it’s terrible. But this switch only moves so long as the mouse stays inside the dead zone, so with it off it didn’t work. I actually do this sort of thing to demonstrate it is a two-way switch, rather than a one-time permanent one. I also ran to watch the ship on Myst Island to rise out of the water. I think the reason I prefer not to run through a formal playthrough is that it feels as if I would be admitting parts of the game are a chore, and the game is something to get overwith. I consider all parts of the game, including walking long distances and retracing steps to get the blue page, as integral parts of the ingame experience. I think discovering the Myst book before the pages for once is a nice touch. While the series is still clearly planned, it appears less rigid this way. The fact the book and pages lie in separate paths of about equal difficulty in this Age makes this a unique opportunity. You can easily tell between longer descriptions I tried to spit out during live commentary versus those I recorded as post-commentary. This time around, I tried to get rid of many of the “um’s” and “uh’s” that didn’t directly communicate confusion or being stuck. But some are fused into middle of the spoken line so nothing can be done. See, that’s a good “um” that serves a purpose. Good lord, I can never help myself. Whenever I think any clever little idea to add to one of my projects, I find it almost impossible to resist even if takes an absurd amount of time to implement. Manually directing the arrow around the map took about a week to implement. It’s not as if this is an ingame map tied to the player position or anything. Besides, the map is not to scale. In the old series, I absent-mindedly stated I didn’t know where the future bridge was right while I was walking past it. So here I play that up. I also think this is an important view anyway. This line was supposed to just be a placeholder until I could think of something less condescending. So it never was supposed to make the final cut, but here I might as well include it. That is a delicious case of tongue-tying I was probably too embarrassed to show the public before. I’m sure I’m greatly underestimating the time again. It probably took two hours or more. The effect was more pronounced while I was making the original series due to the wider aspect ratio. In my opinion, this is the moment when this old series reaches its final form. The way I see it, it makes several stairstep improvements starting with the beginning of the Mechanical Age, then another along the path to the Stoneship Age, and now here. There are still plenty of criticisms, but looking back I feel like a proud father watching his 10-year-old son score a little league touchdown. Play the original PC version of Myst on any computer younger than 24 and this gate moves too fast to even tell what’s happening. Pretending all of Achenar’s tools are just “toys” now is a joke a little too obvious for me to make here. This is actually not the original clip. The one you saw before is. I myself had seen this one first because it is on the PC version of the original Myst. But the game first came out on Mac, and that version featured the other clip. My guess is that they re-recorded it because Sirrus did not actually say “dear brother” in the old clip. You can see how his mouth is just hanging open while he says it. Perhaps they reverted back to the old clip because this one is stuck to an older background. I should have said Patriots. I blindly picked the most recent Super Bowl loser, instead of the much bigger collapse the year before. Melding these two images together is a harder task than it should be. Not only are the two halves displayed at different sizes, but they are even different aspect ratios! I have no idea how this happened during development. Notice it says “Swittch” in the title. I figure this is an easter egg rather than a mistake. The absence of real time made video capture for the new recording a little easier, as it’s one less variable to track when switching recordings. However, the lack of opportunities to switch on this Age combined with the high amount of movement in the background still made this overall a more difficult place to record than others. Up to this point in the game, it sounded as if this was the page that would free Sirrus. This put me in an awkward position as the host of this series. Obviously, I don’t want to free Sirrus right now, so putting this page in gives away that it doesn’t. But I must also acknowledge that it sounds like it does to provide motivation for my actions. This line was originally stated on Selenitic but I think it’s too much of a spoiler to mention that early. Now it replaces the line where I said I forgot to turn the marker switch off, because I didn’t forget this time. You heard the rocket door close there because it was open when I linked to Selenitic last time. Funny little bug there. The reason I don’t swear in these formal series is that I believe it reveals a lack of verbal skills. There’s a better way to make the point than just dropping expletives. That being said, I also believe the rare bleeped out word is funny. There is an easy way to do it. Just don’t move the mouse at all. It’s easy to miss though because moving the mouse even a little bit stops the auto-adjustment to the path. This upcoming moment is the main reason for the specific order in which I covered the four Ages of Myst. The first two Ages relate to one another as the ones that utilize the direction sounds, but that is less important. The latter two host the two halves of the vault paper. One half says to turn them all on, the other tells which one to turn off. It doesn’t really matter which one is found first. But this event here makes everything come together beautifully. Although I’m high up in a corner of one of the Ages, I hold the vault page right next to its one other mention in all four. Yet, the moment is not even contrived. I only use the left mouse button to move in this series, because it is what I mentioned at the beginning. But it leads to problems like this. My politics are a bit more refined than this now. Surprisingly though, I got this one right. The pages flip faster on my new computer, so timing with the old commentary was difficult. I had to rush in the old series to hit the time limit again. If it weren’t for that, I would’ve studied the code and noted all the little patterns on it before entering it in. The two pre-existing saves match the ones you see in the original series. The Previous Visit was obviously aesthetic, but I don’t know the history of the Channelwood book one. There are lots of strange noises that play here. So for the sake of public interest, I let this play awhile this time around. This is not part of the game. This is a Mountain Dew commercial. I once got in a debate with someone who claimed these pages are yellow. I think it’s just the bright stage light reflecting off glossy paper. The Myst book you see being recorded here is part of Cyan’s 25th Anniversary Kickstarter. It just makes sense to put it on display here. I must admit though, the video edit into the game book in the original version looked pretty cool too. When a viewer first asked if I were to ever show my face in this series, I balked at the idea. This is not a truly live playthrough, and I don’t want to take up space on the screen. However, when I realized it wasn’t enough to cram intermittent explanations in after these critical moments, it made sense to take some time out for this presentation. Notice I’m doing all this in one take. No jump cuts. It’s similar to my philosophy on game capture. In the original series, Sirrus’s final long speech in the prison book came in Part 27, Achenar’s in Part 28, mine in Part 29, and this one in Part 30. I normally wouldn’t acknowledge videos being split up like that, but in this case the line is too good. This was previously my most rushed video in the series due to the time limit. Now I can do things like wait for the music to finish. I genuinely did not have a reason in mind to close it in the original series, but it turns out it matters later. Weird coincidence. The Steam version of realMYST has a bug here. After Atrus says “The page, my friend, the page,” instead of pausing with his hand held out, he just disappears. So I had to boot up my old CD to record this scene. I don’t think it’s ever explained how the pages are cross-dimensionally gravitationally attracted to specific resting points on the four Ages the brothers just so happened not to destroy. I’ve also never been certain as to how exactly the brothers became trapped in the books. According to Atrus, they didn’t know the books were traps and Atrus simply prevented them from using them. So perhaps once Atrus left for D’ni, they then linked into the two books separately, as opposed to each going in the same one, which would have resulted in whoever went first being freed. There are problems with this explanation though. The biggest one is the fact that Atrus would not have known his sons were trapped, but from his speech we know he does know somehow. This is the point in the original series in which I finally noticed the day/night cycle had been broken ever since I returned from Selenitic. Since it was stuck at midday ever since, I switched it to sunset just to give it some much needed variety. Fortunately, it turns out the real time would have landed here at this point anyway, so the two versions once again look the same. This is the point in the original series when I point out the little lights on the stairs. The comment doesn’t work now because I remarked how we had never seen them before. That was my way of acknowledging the broken real time without being fully candid about it. If you decide you don’t like this podium hogging up space in the library, you can send it back down by resetting the passage knob in the forechamber. Back when most people had only played the original Myst, it made sense to say “This will be a new experience for a lot of you,” but it really doesn’t anymore. This was a very difficult part to record because of this whale here. I have a fixed amount of time to get to this spot to see it, but I don’t want to appear rushed in the meantime. Because the game is already won, I would really prefer to appear more relaxed than I was before. This room features the most egregious display of finnicky wall textures. It’s caused by multiple textures being placed on top of one another, which exists here for a reason that becomes very obvious in a minute. I would’ve made this grandpa recording while yelling further away from the mic, but because I only had a headset mic at the time, there was no way to make it sound clear enough that way. RealMyst Masterpiece screws this puzzle up royally. In that version, the door always closes automatically! It’s not even a puzzle anymore! Other than the pretty graphics, that version is a total abomination. Don’t play it. According to one commenter, the proper color is blue violet. This is the most reasonable idea I’ve heard so let’s go with that. This line was taken almost word-for-word from Island of Dr. Brain. Actually it’s the same passage, just on the other side of the elevator shaft. Come to think of it, the walls might be even worse here. I don’t know why, though. They goofed when they added stereo sound effects to the crystals. The crystals on the left should sound louder on the left side and same for the right. But you’ll notice it’s backwards when first rising from an empty plate. Technically, he may have discovered a way to his 233rd Age by this point; I’m not sure of the timeline. I’ve never known how Atrus came to blame both brothers for the destruction of the Ages of Myst. Before he arrived on D’ni, he recorded a message in the forechamber claiming he believed only one was guilty. So I suppose the way in which they tricked him into trapping himself on D’ni tipped him off that both were involved. I can only guess at the details, though. Much of the original commentary had a bunch of “um’s” and “uh’s”, many of which I purged in this version. But at this point, there weren’t many in the first place. This was deliberate. The early um’s contributed to the “I don’t know what I’m doing” attitude I feigned in the beginning. When it comes to Easter Eggs though, it only makes sense to be candid about the fact I do know what I’m doing. I can’t even find the five Spyder poems for the Riven Easter Eggs anymore. It’s a little known fact now, but for a long time you had to solve a sequence of very difficult puzzles online just to get to each poem, one at a time. It was brutal. The realMYST obstacle course was similar, but since I failed miserably at the Riven one, I never tried it. Even though each crystal remembers what color you had before, for some reason when you activate it again, it cycles through the colors until it gets back to yellow. I think it’s supposed to be red but, intentionally or not, it counts the activation as a hover and advances to yellow. This is quite inconvenient when setting this Easter Egg up. I wasn’t kidding. The egg only lasts about four minutes once the “gas music” starts. A given image will stay up indefinitely, but entering a code after the time expires goes back to the void. I wanted to pause on each image much longer each time for this recording, but you’ll see I test beyond the final egg just a few seconds before the limit. It turns out you don’t actually have to view them in order, but the colors are sequential so one particular order is most convenient for seeing them all. The fifth one is also in the book. The image has been marred by a coffee stain, but the correct shape is still discernible. This set of crystals brings up the Age (actually set of Ages) regardless of what colors they are set to. I’m just setting up my cheesy joke here. So since the shapes are provided and the colors don’t matter, and the images demonstrate the effects discussed in the journal, this feature was likely meant to be discovered. So naturally, RealMyst Masterpiece removed the fifth image and this entire feature completely. Call it a creative design decision if you want, but it’s probably because they’re incompetent and everything goes over their heads, from the coffee stain puzzle to the purpose of this feature. I know where the button is now, I just go the wrong way to mimick the old series. Although the sound does play again here, it doesn’t re-activate the Easter Egg in the crystal viewer. However, you can bring the egg back if you first go back to Myst and return to Rime before playing it again. Now we can finally see why this version backs you up when you link to the library as opposed to staying in the center like in the original. The ambient sounds finally play for the first time since we returned from Rime. Shout out to the QA team! The three “today” dates I enter into the planetarium are the exact same as the three I entered in the original series, except the year is 2019. This last one is the reason I premiered the video on the date I chose. The original series had the comment “It looks familiar somehow,” I think because the time I entered before (you can probably figure it out) looked like the bird constellation. Good thing I had this backup “stars finally” comment for this one. It even fits, sort of. LEFT. I said the LEFT paddle. I think some people got confused before. Always remember to roll the credits in your video game video series, kids, it’s good etiquette. I wear this big, goofy headset because, as perhaps you can see, my mic is attached it. So it only picks up at close range by my face. Part of the inspiration for these closing words was that people kept clamoring for more updates, as if they wanted to get the game overwith. So I told them to take it easy. Thank you for watching this updated version as well! With all the content on the internet, I’m happy you chose to hang out in my little corner of it.

4 thoughts on “Shady’s Entire realMYST Playthrough in One Video [10-Year Edition]

  1. I did everything I could to include a one-minute introduction at the beginning of the video, but due to massive technical issues at the last minute (six-hour videos become unwieldy to edit), I couldn't pull it off.

    Here are the points I wanted to make in it:

    1. This video is a tribute to my long time subscribers. So thank you to those who have stuck around so long!

    2. To new viewers, when I pretend to encounter puzzles for the first time, I'm not trying to fool you, I'm setting up a more immersive way to present the solution.

    3. To anyone, watch this other video if you want to know the differences between the versions and why I made this one: https://youtu.be/r-OeQ5qxbEQ

    4. If you turn on the captions, you get director commentary. That way it's optional.

    5. I'm streaming Riven next Saturday! OK, I wasn't going to put that in the video. But follow my Twitch account anyway: https://www.twitch.tv/shadyparadox/

  2. I'm still missing a lot of the Easter eggs for this game. The ones I have left are hidden, so they're hard to find.

  3. It's hard to believe that I've been watching your channel for over 10 years. I subscribed June 26, 2009. (I looked it up you are also listed as my first youtube subscription.) I started watching with your Kings's Quest series. Thanks for all the hard work, looking forward to more content in the future.

  4. This playthrough itself is a ton of fun and your passion for the game is really visible, as well as your fondness for the lore, story, and characters, which is honestly not that common given that many people seem to hate Myst. While it's clear that you're only pretending to encounter puzzles for the first time, I don't think you need to be worried about it. Just like you hoped, it really is a more immersive way to present the solution. Most Myst let's plays are one of two extremes, where the player is smugly obtuse and pads the video with filler (and ad breaks), or just silently speedruns the puzzles as fast as possible skipping steps wherever they can. You come across a lot more like a good teacher, the kind who always gets their class involved in the process of finding the solution and understanding why it works. You really do seem like you get excited about Myst and want us to as well, and your enthusiasm is pretty infectious. I'm looking forward to seeing it again, since I found your channel when your original realMyst walkthrough was in the Mechanical Age, and I followed every single video I could from then on. I'm really happy that this series got some love, especially in the format I always wanted: one long video in higher quality. Hopefully this helps reduce how criminally underrated your channel is.

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