Myha: Return to the Lost Island
Walkthrough by Simon Mesnard
Solution based on the Beta version of Myha: some puzzles and
the location of some objects may have changed. This walkthrough
is not always accurate and complete, but should help a lot if
you're really stuck.
The location of the following objects will not be indicated with
accuracy (or not indicated at all) in this walkthrough:
- location of the coloured spheres
- location of the mechanical birds
- where to find the letters, codes....
- where to unlock the different log entries (4 mission log
entries, and 8 low quality / distant audio messages from Forté)
- how to obtain the Steam 100% achievements
The audio messages (log entries) are of low quality on purpose:
the character is talking in your head by telepathy, but he's very
tired and the reception is not good. Don't hesitate to check in
the Game Options with Escape for audio help (subtitles could have
been added in the latest version). Anyway the audio messages are
not required to solve the puzzles, so don't worry, they were added
more for the story/immersion. Take a look at them if you know the
other Black Cube games (ASA, Catyph...) and want to discover more
of the whole story of P. Forté and the Cubes.
I - Beginning, lost on the island
After the introduction, approach the mechanical bird near you. It
holds an object in his beak but flies to the old observation
Go to the tower, go up the stairs: my door is closed. At the four
corners of the tower there are lanterns with symbols. Locate a
drawing on the ground towards the door, an anchor with a boat
Return to the starting point of the game, in the forest, and
advance to the great waterfall near a bridge. Each pillar of the
bridge has a lantern with symbols on it. On the ground is the
drawing of the anchor with the boat wheel. Note on a sheet of
paper the orientation of this drawing, and copy the position of
the lamps according to this configuration. Each lamp has 4
possible faces: black, tulip, I and U.
Return to the foot of the tower and turn the lights in the right
position: rely on the orientation of the anchor design on the
ground to place the faces correctly.
The following faces must be turned towards the stairs:
- left lantern: I
- lamp left bottom: U
- right lantern: tulip
- lantern right bottom: U
The door should open.
In the tower there are different things to study, but most of them
are unusable for the moment. At least the different windows can be
used to study the geography of the island.
On a wall there is an electrical locker. Look inside and change
the position of the switch. The fuses blow and the chair becomes
unusable. We'll have to fix this later.
II - Mechanical birds
Through a window, the bird is spotted with an object in its beak:
it is behind a closed gate. To open the grid you have to match
each symbol with a bird song. The first thing to do is to visit
the island to find all the birds (knowing that the first one is
behind the gate). Each is associated with a symbol corresponding
to the grid.
Back in the tower, you have to turn each symbol to play different
songs, and stop for each symbol at the bird song that corresponds
to it according to your observations. It is difficult to
transcribe the right combination here, but here is a transcript of
the songs for each symbol:
- symbol 1, bird of range 1 : <<< cui ... cui... !
>> (ordinary, 2 sounds)
- symbol 2, bird of beach 2: <<< tu tutu cui ! tuuuu
cuicuicuicuicui... >> (long, singing)
- symbol 3, behind the grid: (compare directly with the bird
singing next to the grid)
- symbol 4, mountain gate: <<< huhii hihuuu >>
- symbol 5, stairs leading to rocket: <<<< YAAAH ! AH!
If this does not help you, it is advisable to memorize each bird's
song, or to take your own sound notes to simplify the task. This
puzzle is not difficult with a little organization. Also you can
find "sound help" in the Options Menu (escape).
Once the gate is open, retrieve the remote control released by the
bird. This is the remote control of the rocket.
III - The cave of the mountain
Go to see the rocket, use the remote control to the door (mouse
wheel to select an object).
Inside, retrieve a red metal bar, near the locked door leading to
It is then a question of opening the door of the mountain,
overlooking caves. There is a digicode next to it, so you have to
find the right combination. Go to the starting forest, and after
the big waterfall you will find an old classroom. Here you can
learn the symbols of Myha's language and learn to count with them.
By using cubes, puzzle pieces, colours and the abacus with small
rings, we can synthesize the information at our disposal. The
ideal is to put the puzzle back together on paper. Some parts
certainly fit together. For the others, note the possible
combinations and use the colour code and the abacus. Once you
understand that the green on the left is 1, and the black on the
right is 10 (number of wooden bars), you can already associate new
colors with new numbers. This may seem tedious, but this puzzle
brings real satisfaction when you solve it by your own means,
especially since learning numbers, colours and symbols will be
useful several times: it is therefore an enigma not to be
You can find Color blindness help in the Options Menu.
If it is too difficult, by sorting in ascending order,
cross-checking the symbols and eliminating the double
possibilities by logic, we obtain the following order:
0 white (dot), 1 green (I), 2 grey (U turned over), 3 brown
(tulip), 4 yellow (square black), 5 red (star), 6 pink (tipi), 7
purple (butterfly), 8 orange (fish), 9 cyan (croissant), 10 black
When we search towards the school, we find a letter that says that
a child, little Bel, has a strange behaviour. He left something on
Go to the beach, to the right after the stairs, and passing by the
large stone arches you will find carved in a rock a fish. Press
the eye to discover different things. In particular, we learn that
Bel engraved symbols towards the door of the mountain.
Back to the mountain gate, looking more carefully if you hadn't
already seen them, you will indeed find 3 symbols engraved on the
digicode: fish, I, tulip. Now we know how they match in numbers: 8
1 3. Enter the code to open the door.
IV - The generator room
Inside the cave, retrieve various information in the left passage.
Then use the lever to operate the mechanism of the old wooden
door. The bottom board, rotten, breaks. Use the red metal bar from
the inventory to replace it. Pull the lever to finally open the
Joining a mechanism with levers and gears: this is the control of
the bridges. By using different combinations of levers, you can
access 2 different places:
- a treasure chest (opposite)
- the generator room (left)
Try different combinations to find the 2 accesses. The possible
- a lever release slide (left)
- the gear lever (next to it)
- a push button to start the engine (white)
- a hand brake that locks the entire device (large lever)
Always unlock the handbrake first. Then change the position of the
lever (3 positions ! Down : lower the bridge. Up : change the
Put the slide lock back on, otherwise the adjustment is not taken
into account and the main gear rotates in vacuum.
Then start the engine to see the result, and remember to put the
hand brake back on to stabilize the setting.
Going to the treasure chest first is the direct way. Getting some
Then go left into the generator room. Here you can activate and
deactivate at any time different devices on the island. We will
notice in passing that everything is powered by a Black Cube in
the heart of the machine.
Test different combinations, knowing that there is a power limit,
and if you activate too many devices the main fuse blows again.
Locate each symbol to enable/disable the devices according to your
- stars: activates access to the planetarium afterwards
- tower: allows you to use the observation tower chair
- circular symbol: represents the dome seen from above: dome power
- related points: to disable the dome force field
- box (broken lever): keeps the stasis box active no matter what
- gearing in a door: power supply for the mountain door
- gearing: activates the gearing of the footbridge in the cave
- box in a door: supply of the door leading to the stasis box
- flash: main fuse of the entire generator
Since we have activated access to the cave and the generator, it
is no longer necessary to power these two functions. The Dome
force field must be deactivated. So it should be possible to
activate everything else to continue the adventure with all the
necessary operational devices. If the fuses are still jumping, you
can deactivate the stasis box door for the time being. The
important thing right now is to power the tower, the dome, the
planetarium, and disable the force field.
V - The secret of the tower
Back in the tower. Change the switch in the electrical box (to the
left) to activate the chair. It will solve the tower puzzle: open
the drawer requiring a password under the desk.
First, look at the map on the desk: at the top left, 3 drawings
represent the code to be found: a hand, a boat and a kind of sea
Then, with the chair activated, it is now possible to rotate the
view 360° with the mouse. Look for the drawn objects. For example,
center the hand-shaped rock in your field of vision, then get out
of the chair.
Walk around the chair from the back, go out on the balcony and
look towards the roof: a copper band goes around the building and
you can see a whole series of signs. Normally, a metal cursor
directed by the chair has stopped at one of these signs: it is the
first digit of the code.
Do the same for the old boat and sea lion to get 3 signs:
- a T lying on its side
- a point with a vertical bar, 3 horizontal bars
- a point surrounded by 2 vertical bars, a horizontal bar
Before entering the combination, play a little with the signs on
the drawer: we see that they are all set to a default black point,
and we have already seen the black point in the classroom: it is a
zero. If you scroll with a left click, you switch to a bar, then
two, then three, etc.: by deduction you understand that these are
numbers: 0, 1, 2, 3, etc. It is useful here to copy some of the
symbols in order to obtain the numbers used by the tower
researcher. Note that after 9, the ten is symbolized by a dot with
a vertical bar, the vignette by a dot with two vertical bars, and
Enter the combination under the desk (if you have understood the
correspondence of the numbers correctly, and noted the right
signs, the code translates into 7, 13, 21), and in the open drawer
you will find different things useful for the rest. In particular,
there is a coded object that will have to be unlocked. The word to
be entered must be 5 letters long. From the messages left on the
desk, it is understandable that a researcher had settled here and
quickly wanted to hide his research. The code is therefore linked
to the researcher: try to guess his name.
Earlier, in the cave, in the left passage (near the lever), you
found a message about a madman who blocked access to his tower,
and who spends his time at the swamp (where the next door
requiring a code is located). We are told his name is Rolan!
Enter this name on the coded object, to unlock a Rolan letter with
a password at the bottom: 8517.
VI - The mysterious stasis chamber
Go to the swamp from the beach to the second locked door (make
sure to activate the power supply to this door from the generator
- you can disable the power supply to the tower in exchange).
Enter the code found in the tower on the digicode.
In this tunnel dug in the rock, you will pass Philip Forté's
laboratory, but it is closed. Some controls can only be activated
through the broken window.
By playing with the buttons you can:
- switch on the lamp (sun symbol)
- open the door at the end of the tunnel (button next to the lamp,
on the left)
- send the Forté stasis capsule outside (right lever in position
III, then press the button next to it)
Join the capsule that is now waiting for you outside. Inside there
is a sick human being: it is P. Forté, the astronaut from your
planet who disappeared the previous year, and who is waiting for
your help. You will have to finish activating the stasis box: for
this, see the sliding panel on the back. There is a lot of
information, it is the final enigma that requires us to make a
synthesis of everything that is on the island. We are still
missing some information.
As you continue your adventure, make sure you find all the colored
spheres that have been hidden here and there.
VII - A camera in space
In the rocket, you must have seen papers with explanations on
angles. Take notes. For example, it says that d = rad(delta).D
Go into the dome with the blue roof. Retrieve letters, messages
and parts of the log.
The chair is not activated properly. Look for the box with the
switch (identical to the one in the tower) hidden outside the
dome, and change the position button (right).
Sit in the chair: you will be able to observe space from the Ark,
a spaceship that brought Forté to Myha.
From this view of space, we see a planet and moons or other
planets (including Myha the little blue moon, and her green mother
planet that we see in the sky while playing).
A tool displayed on the screen allows you to obtain approximate
- get the distance D from each planet or moon.
- determine the "delta" interval giving the angle of vision for
each planet or moon: use the information found in the rocket. To
do this, take the "a" value in the leftmost degrees, then the "a"
value on the right of each sphere, and make the difference (right
value - left value).
We get (it doesn't have to be precise):
- green sphere: D = 79000, delta = 11
- blue sphere: D = 83800, delta = 1.5
- yellow sphere: D = 105000, delta = 2.6
- red sphere: D = 136800, delta = 2.9
(orange and pink spheres to be determined by yourself)
It is then necessary to do the calculation as indicated on the
rocket sheet: d = rad(delta).D
to determine the diameter "d" of each planet or moon.
You can use the calculator in the rocket to do this.
We get about:
- d(green) = 15,000
- d(blue) = 2,000
- d(yellow) = 5,000
- d(red) = 7,000
(d(orange) and d(pink) to be determined by yourself).
VIII - The planetarium
Then go to the planetarium, between the classroom and the rocket
(if it is not already done, it must be powered by the generator).
Get into the basket to access the control panel. There is a hidden
message by clicking on one of the corner buttons at the bottom.
Then use the panel to recreate the map of the constellations on
- The left cursor moves the basket up and down
- the central buttons rotate in one direction or the other the
different sections of the map defined by the right and bottom
- the right cursor allows you to choose the section of the map:
inner circle, outer circle, or at the same time middle + outer
- the bottom cursor on 0 acts on the main circles. At the other
positions, it allows you to rotate the small areas (the right
cursor must be adjusted accordingly).
With a little practice you will restore the constellations. When
everything is in place, look through the hole in each pillar. Look
at which sphere is visible, and note the sign at your feet. We
- green sphere: a point surrounded by 2 vertical bars
- blue sphere: two horizontal bars and a point with a vertical bar
- yellow sphere: a square
- red sphere: an hourglass and a point surrounded by 2 vertical
As we have learned to translate these signs, we must obtain the
- green = 20
- blue = 12
- yellow = 4
- red = 28
We have all the information required to solve the last puzzle.
IX - Final puzzle
Return to the Forté stasis chamber. The first table can be
completed on a sheet of paper.
In the line of units (0 horizontal), we know that yellow = 4
(therefore 4 vertical).
In the tens line (10 horizontal), blue = 12 (so 2 vertical).
In the twentieths line (20 horizontal), green = 20 (therefore 0
vertical) and red = 28 (therefore 8 vertical).
Thus we obtain one symbol per color:
- green = snowflake
- blue = grass
- yellow = drop
- red = round crossed out
This allows the inventory spheres to be placed in the right place
under the table.
The right part with cursors requires the use of the diameters of
the planets obtained earlier. The main values on the left are, by
deduction, quite high. We also know that the cross is worth 5.
We can therefore place the sliders in different positions:
0, 5 000, 10 000, 15 000
We know the value to use for each sphere and each color, and we
have just seen to which color each symbol corresponds.
Thus we will place:
- drop (yellow) on 5 000
- round crossed out (red) on 7,000, i. e. between 5,000 and 10,000
- grass (blue) on 2,000, so between 0 and 5,000
- snowflake (green) on 15 000
Activate the box (front) and retrieve the Black Cube from the
drawer. He's the one who brought you to Myha.
You have accomplished your mission by doing Forté a favour: a beam
of teleportation arrives from the sky and brings you home.
Enjoy the closing video, and thank you for playing! We hope you
enjoyed our small adventure!
The Black Cube series, all rights reserved