Revelation Walkthrough Exile Walkthrough Riven Walkthrough Myst Walktrhough

Low-Spoiler Guide to Revelation

Welcome to my Revelation hints page. (-: If you're new to this series of low-spoiler computer game walkthroughs, the idea behind them is to point gamers towards things they might not have tried in each game rather than giving step-by-step instructions or divulging puzzle solutions. There's not much point in playing a puzzle game if you know the solutions in advance, after all. So these pages are as close to spoiler-free as possible while still providing some valuable Revelation hints and tips. If you are looking for the solution to a particular puzzle, I recommend the UHS site--due to the way their pages are set up you can only see one hint at a time, so you can get the answer to one pesky puzzle without ruining all the others for yourself. My site, meanwhile, focuses on exactly the things UHS and other traditional walkthroughs don't: the non-critical parts of the game, little detours you can take, extra details you might miss if you did only what was strictly necessary to complete the game. If you want even fewer spoilers--you're considering whether or not to buy the game, for example--please try my Revelation Review page to find all the pertinant information in one convenient spoiler-free package.

Now, on with the game!

Revelation Hints and Tips
Revelation Walkthrough
Revelation Cheats and Links
The Backseat Game Designer: Revelation Critique

*************** Myst V is already in the works. Will I play it? I don't know, to be honest with you. How many times can you play the same game? I don't know if I can really muster up the willpower to plow through yet another crappy-ass plot about my now 50-year-old "character" saving Yeesha's new baby from the return of Gehn, no matter how pretty the graphics are or how many nifty mechanical puzzles there are in it. The psychometric amulet was a great touch; unfortunately, few of the scenes have anything to do with the plot, much less present you with anything you could figure out yourself. It would have been awesome if you had to use clues to figure out which brother had chased Yeesha, for example. As it is they're really just eye candy (and most of the early ones were just saccharine scenes trying to convince you that Atrus and Catherine's homelife was really very happy and loving despite their neglectful and rather idiotic behavior). The D'ni writing puzzle was... well, it wasn't really a PUZZLE. On Riven, the number system was a code that needed some thought to decipher. Presented with the numbers 1-10, you then had to figure out how to build numbers like 25. It was logical and interesting. For the D'ni writing puzzle, you were presented with not only a full alphabetic translation page, but the names of each character already in written form (three of them were actually written down twice). So there's no puzzle, nothing to figure out. It's just pattern-matching, and it's very hard on the eyes. All right, now WHY exactly does Atrus think it's likely that his sons might have 'reformed' after being tossed into solitary confinement and forgotten about for twenty years? Being kept in total isolation for twenty years doesn't tend to improve one's mental state. You'd think he might have noticed this little fact from the last game, right? Where the hell is Catherine? Could they not find another long-haired woman with an aristocratic accent to play this role, or were they deliberately trying to accentuate the total absenteeism of these inept parents? ...You know, it could have been really poignant that Catherine so desperately wants to see her evil sons again even despite all their crimes; I might even be sympathetic towards this maternal need. But the woman is AWOL. She obviously paid no attention to her sons when they were younger (failing to even notice that Achenar kept a severed head in his foot locker), and she obviously pays no attention to Yeesha now (ignoring the girl's near-constant chatter about her contacts with her nice older brothers, for example). Her anguish over her missing sons is... not very credible, and it certainly doesn't have any emotional punch. At least Atrus puts in a perfunctory appearance and appears somewhat frustrated that stupid plot twists conspired to keep him from saving his children. Catherine just didn't even care enough to even show up. Okay, show of hands: how many of you, if you had a pair of sociopathic adult children whose reformation you weren't sure of, would try to determine their fitness to return to society by... bringing your impressionable ten-year-old daughter to meet them, then allowing her to spend time alone with them? At first I (sensibly) assumed that the brothers had surreptitiously contacted Yeesha, and her parents were merely clueless. I wanted to call Atrus, in fact, and warn him that two 45-year-old career criminals had been playing with his grade-school daughter. But Yeesha's journal and the memory flashes in her room make it explicitly clear that her parents INTRODUCED her to her evil brothers and gave their PERMISSION for the siblings to play together. At which point I just wanted to call Child Protective Services and get the girl sent to some vaguely attentive foster home. It's also very frustrating that Atrus asks you for advice point-blank and you have NO option to give it to him. Okay, so he wouldn't have listened if I told him it was a terrible idea to try paroling his psychopathic sons; but I would have vastly preferred this game if I had had the option to assert my own independence by declaring an actual opinion when asked for one! It was VERY annoying how the evil brothers were retconned back to life. Some hand-waving about "Oh, I didn't REALLY kill them back in Myst" in the manual, and that's it. The entire structure of these books seems to have been suddenly altered to make this plot possible, and whatever plot continuity there had once been in the previous game flushed down the toilet in the process. Hey, if those trap books just had the brothers trapped in those two isolated worlds all along, then THAT'S WHAT THE PLAYER WOULD HAVE SEEN WHEN HE ENTERED ONE OF THEM, right??? Not that one little creepy, claustrophobic panel with no choice but to stare out of it. And if burning the book didn't destroy its occupants, then that wouldn't have been ONE OF THE WAYS YOU COULD DIE IN RIVEN! The logical structure of the Myst universe is starting to collapse under its own weight by now. It's gotten too convoluted, too full of itself. Revelation stupidity: in the bad endings, your character is killed by a villain in a *ten-year-old girl's body.* EXCUSE ME???? It's one thing for the game to assume that the player can't get away from Gehn or Saavedro, but YEESHA? *I*, personally, could have overpowered this little girl before she finished talking and shot a crossbow at me--and I'm not the most physically fit person in the world, either. At least if you've pulled the silver lever first, you have the excuse of having been hit by falling rocks first--maybe your legs are broken or something--but in the third ending, the one in which you dawdle too long before making a decision, Yeesha slays you while she's strapped to a chair. Anyone at all could have gotten out of that girl's line of fire before she finished reloading the crossbow after slaying Achenar. Which brings me to my second point: Achenar is a BAD-ASS, people! He single-handedly slew humungous sea monsters with a spear. He is NOT going to be killed in combat with a little girl just because he's not evil anymore. It's very frustrating how stupid and weak good is in these games. Small wonder no one ever wants to reform in these games. I found the ending frustrating. There's a poetic justice to Achenar's death--he had committed terrible crimes, and sacrificing himself to save his younger sister was his expiation--but his death puts the final nail into your complete insignificance in this gameworld in general or this plot in specific. Basically, everyone would have been better off if you had never played this game in the first place, and never agreed to investigate Atrus' sons for him. Sirrus would still be imprisoned, Achenar would still be alive, and Yeesha wouldn't have been traumatized by being betrayed and kidnapped, having her soul sucked out by a mystomechanical contraption, watching her only trustworthy friend die in her lap, and having to face the cruel realization that her parents don't give a crap about her safety. (Small wonder she's insane in Uru later on.) Pisser that you can't skip elevator sequences and the like anymore. The "tutorial on how to play the game by a 10-year-old" thing is really unpleasant and jarring. One of the things that was so wonderful about Myst was being deposited in a strange place with no clue what you were supposed to do, and figuring it all out (with a point and click interface, it's not hard to do). Well, it wasn't hard here, either, but being slowly stepped through it was very annoying. Ugh, again with the no captions. Unless you speak Dutch, that is. Dutch? It's very annoying how your character is arbitrarily deemed capable of certain physical feats but not others. What is WITH sliding down all those rocky tunnels on your ass??? Plot hole: It's not at all clear why Sirrus came up with this hare-brained scheme in the first place. He'd already won Yeesha's confidence, and she already proved her willingness to share anything she learned behind her father's back. He'd already convinced his parents he was safe to leave Yeesha with unsupervised. So... why the body-switching? Wouldn't it have been easier impersonating an avuncular, well-intended older brother for the next five years than impersonating a 10-to-15-year-old girl? And he wouldn't even have had to count on Achenar not slaying him on sight the second he set foot on Haven (something I really wouldn't have been counting on, myself.)

I admit it's kind of amusing to think of Sirrus going through menarche, but the whole thing is really very asinine for such an experienced plotter to have come up with. I kind of liked Achenar's progression--that he named the different kinds of animals, learned to communicate with Mangrees, etc. It was distracting that there were no clues by which we could have pieced together the sequence of these memories, though (in light of the ending, he presumably hunted the mangrees first, gave them the name "mangree" second, carved the mangree totem third, learned to communicate with them fourth, and told an unnamed family member of his that the mangrees were his friends fifth. But there's absolutely no hint of this within the game. It would have been nice if there was some way for an observant gamer to notice that Achenar had stopped hunting mangrees once he befriended them, for example (an important shift in his character from previous games!) When did Sirrus and Achenar live on Serenia (as Anya says they were)? It couldn't have been before their imprisonment, because Serenia was written in the intervening time between this game and Exile. Had Catherine sneaked them off their prison worlds somehow for a while? I find that impossible to believe. It continues to be frustrating how non-interactive NPCs are in the Myst games. You can learn something important, encounter Anya, and she'll give you the same prerecorded speech she would have if you hadn't learned it. There's no way to COMMUNICATE anything in this game. Worst puzzle: catching and carrying the soap bubbles (or other similarly fragile objects) to the elemental spirits in Serenia. This is a completely brainless exercise that relies on your ability to move the mouse *just* so--not too fast, not too slow, with no jerky motions--and do it all before a short timer runs out. Bleah. Potentially optional bits: *After Yeesha shows you the fusebox, she will disappear; if you follow her and climb down the ladder in the first building on the second level, you can find her playing her flute (badly, which I was oddly appreciative of) and can have another little conversation with her. *You can call Atrus on the image machine by solving a puzzle there, but it's actually totally irrelevant to do this, since he (predictably) won't be able to help you and you'll have to just rescue his daughter yourself anyway. He'll give you a clue to opening a puzzle elsewhere in the game, but you could have figured it out for yourself. *You can view Spire, Haven, and Serenia through the image machine as well, though there's nothing to see there. *In Atrus' lab, there's a wind-up model of the solar system that you can set running for a little while if you like. *In Yeesha's bedroom, there's some sort of ball-rolling game on her floor that you can tilt one way and the next, to no apparent effect. *On Haven, there's a springloaded trap in Achenar's room that you can trigger. It won't hurt you, though. *In the same room, you can touch a puffer in Achenar's room to make some green powder puff out and make you very woozy for a little while, for an interesting visual effect. *transcripts*: ****************

Revelation Hints and Tips

Revelation was first released in 1993, and it shows its age in its awkward slideshow graphics, rudimentary interface, and cranky refusal to work with Windows XP. (Right-clicking the Windows icon, choosing "Properties," and setting "Compatibility" to 256 colors and Windows 95 compatability got it working for me. Setting the screen resolution to 640x480 also helps with the graphics somewhat.) The idea behind the game is that you've been mysteriously transported to another world and have no idea why you're there or what you have to do to get back. All the fun of Revelation is figuring that out for yourself, so I'm not going to spoil any of it here; here are the few things it may help you to know before you get started:

Movement: The movement controls in Revelation are very inconsistent and often unintuitive--in some locations clicking on the right edge of the screen will cause you to turn 90 degrees to the right as you'd expect it to, and in others it will cause you to do a complete about-face. Don't let this disorient you.

Inventory: For the most part you cannot pick up objects in Revelation, so don't waste any time trying to (even when something looks like it ought to be an extremely useful object). The major exception is book pages, which you can pick up and carry, but only one at a time--so if you find two, you'll need to bring one back to Revelation Island, then go back for the other. On a few other occasions you will be able to pick up a key or other such small object, but you'll have to use it within the same room you found it in, as you won't be able to carry it with you.

Interface: Your only method of interacting with the gameworld is by clicking on it. There will be no indication as to whether an object is clickable or not; you'll just have to use trial and error (which is frustrating since if you try to click something non-clickable, the game usually assumes you're trying to step forwards or rotate a random amount). In my mini-walkthrough below, I list everything clickable that is optional (and therefore you might possibly be in danger of missing). On some occasions you will need to click something and then pull it in the appropriate direction, but this was usually intuitive (pulling a lever down and so forth).

Time Management: Time does not pass in Revelation, and you can take as long as you like exploring any part of it you choose in any order you want to. The only exception is at the very end of the game; when a character tells you he'll be right back, you must not move from the spot until he returns, or you will miss what he would have said to you next.

Problem Spots: There are no realtime sequences in Revelation and no potential dead ends; until the final endgame, there is no way to lose the game and no alternate paths to take. The only pitfall is if you are hard of hearing or cannot get the audio on the game to function, because there are several quests that require you to remember, produce, and respond to audio cues (the other characters' speeches also cannot be subtitled, and the plot would be hard to follow without listening to them). Also, as mentioned above, when one of the characters tells you he'll be right back during the finale, do NOT move from the spot until he returns, or you will miss what he would have said to you next.

Go on to the Revelation walkthrough...

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