


I had a lot of fun mapping this one out as a kid. I'll admit this is probably the most cumbersome puzzle in the game but once you understand the sounds the correct path is pretty clear. So when you hit a dead end you're forced to look back over your notes, retrace your steps and make another attempt. The only way you get to the false sounds anyways is by taking a wrong turn. Post Gehn paranoia? So there was only ever meant to be just enough information to remind Atrus and family if they forgot.

"This sound means X except when it means Y." IIRC Atrus design these "puzzles" as a sort of protection so if someone got access to one Linking book they wouldn't immediately have access to ALL of the books. The noises that the dead end paths are just red herrings meat to raise the difficulty a little but yeah I know what you mean. This would allow players to have their "Eureka!" moment without having to backtrack to the beginning of the maze, and without any confusion caused by the conflicting meanings of sounds played. I think these nodes should instead lead you back on track to the exit, like in the below map:
#Rail maze requirements how to
You can see the issue crop up while the below Let's Player illustrates how to solve this puzzle: If you head North-East, you will arrive at Node 6A and the puzzle will play the North beep, which leads you to the dead-end at 6AA. Node 6 plays a new sound and offers two paths: North-East or South. Nodes 4 and 5 teach you East - If you attempt to head North at either junction you will be met with a dead-end (no sound). The first three nodes teach you the sounds for North and West because there is no other way to go. This situation can occur even if you play from the beginning of the maze: Does this mean that North is not the beep sound? You travel North and are met with a dead-end and no sound. You press the button and hear a beep (North). Let's say you've caught on to the fact that sounds represent directions and you are currently at Node 6A. Here is the same map, but edited with the sound that plays at each node: While dead-ends do not play any sound, the sounds played by the other nodes (6A, 7A, 8A, 11A, 12A, 13A) lead you to a dead-end and hence cause some confusion in the sound/direction identifying process. The issue occurs when you deviate from the correct path. Listening to them will direct you out of the maze. Here is a map of the Mazerunner Puzzle (not to scale): the maze doesn't always point you to the exit. The idea being that the player is delivered one step closer to the exit each time they travel in the direction indicated by the sound cue. The solution to the puzzle is to listen to the noise played at each stopping point, and use the process of elimination to determine the direction that each sound represents.

The Mazerunner involves navigating a vast underground maze using a fixed rail vehicle. So I have a long-standing grudge against Myst's Mazerunner Puzzle.
