Arqade Asked by Robert Fraser on May 13, 2021
In Myst IV, what determines your spirit guide? I’m on my second play-through and I got Water again so I was wondering how it can be changed? Just to be clear — I know what to do after you get your spirit guide and what the spirit guide affects, but I want to find out what choices in the game lead to the protectors giving you a certain spirit guide.
Explanation based on information from ubi forums and mystlore:
Score is a number between 0 and 3, starting at 1. It determines which spirit guide you'll get and is affected by following events (most of which increase it):
In Tomahna:
Using linking books:
Other actions:
How score is mapped to title, description and spirit guide you get:
Child of Fire: 0 to 1
Drawn by the excitement of new experiences, always seeking adventure over stasis. Sometimes your desire to succeed makes you miss the deeper meaning but you always find the answers you seek when you really want them.
Child of Wind: 1 to 2
Attracted by challenge and diversity. Always moving swiftly to the heart of the matter yet willing to take the time needed to understand it.
Child of Water: 2 to 3
You appreciate the beauty and richness of life around you. You are confident in your ability to succeed but willing to seek help when answers seem elusive.
Correct answer by Trevor on May 13, 2021
If you burn through the game as swift as a blaze, a Fire spirit lives within
If your feet beneath glide along and kick up a breeze, a Wind spirit lives within
If instead, you enjoy the game, stop to rest or view or enjoy, a Water spirit lives within
Honestly, it's the three different styles of play
Fires of Gryffindor [DPS] - You want to get through as quickly as possible. You aren't concerned about the beauty of the worlds or backstory or exploration. You're probably using a Guide Book to tear through
Winds of Ravenclaw [TANK] - You may have watched some of the Amulet Memories, but probably not many. You haven't quite stopped to smell the flowers or appreciate the sounds of the creatures of Serenia. Swift of mind, the puzzles took you no time. A bit of a challenge, but somewhat like chess to checkers.
Waters of Hufflepuff [HEALER] - Time and Tide, slow abide. A true Gamer seeks every corner, destroys every bit of crockery, and enjoys every tidbit a beautifully crafted game world can envision. To those of Water, every sense abounds with delight as the birds come alive, textures are felt, and for a time at least, you Live in the Waters of Serenia, the Winds of Spire, and the Fireswamps of Haven.
Forgive me, I'm tired and I get a touch poetic. I do hope someone reads this and replies. I love Myst and wish I could be part of the community.
Answered by Sebastian Nakai on May 13, 2021
I once read in an older guide that your stance towards Yeesha in the beginning of the game dictated what spirit you got. There are, apparently, two "key points" where you'd be able to "change" your spirit guide. It seems that, by default, your spirit is set to water, just like Yeesha's, unless you trigger at least one of the two cutscenes below:
When you reach Catherine's lab, there's an experiment Yeesha's conducting with her mother involving trapped firefly-like things. If you free them and she comes and sees it, she gets angry at you, which would make you get a fire spirit later on.
(seems to override 1) If you listen to Yeesha practicing her instrument (interestingly, an ocarina-like thing she uses to play one of Haven's themes) by the family tree, you'd get a wind spirit guide.
When I played it, I'd always get wind (I always went downstairs to listen to her), but I need to play it again to confirm it.
Answered by Hercules on May 13, 2021
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