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MYST WALKTHROUGH - VERSION 1.0 -
JULY 1994
Please send all comments,
criticisms and suggestions to:
Larry Field (l-field@tamu.edu).
EXPLORING AROUND MYST ISLAND
------------------------------
Start at the dock, where you
first arrive on the island of
Myst, and explore the whole island.
As you start to leave the dock,
walking toward the stairs you'll
see what looks like a circuit
breaker. It's located to the right
of the stairs. This is what is
referred to on Myst island as a
Marker Switch. Click on the Marker
Switch handle and it will rise and
be 'turned on'.
On your way up the pathway from
the dock you'll find a note
laying on the ground. It is a note
to Catherine from Atrus. From
reading the note you can see he has
left her a message but first we
must know how many of these Marker
Switches there are on the island.
Continue throughout the island
examining everything carefully,
taking notes on what you find. Find
all of the Marker Switches as you
go and turn them on. There are
eight on the island at the
following locations: Dock,
Observatory, Large Gears on Hill,
Space Ship, Fountain with ship,
Brick building just past fountain,
Log Cabin, Clock Tower. The Clock
Tower's Marker Switch will not be
accessible until you solve one of
the puzzles. Turning on the Marker
Switches 'activates' the location.
Now that you've located all the
Marker Switches you can go to the
fore-chamber by the dock and get
the message to Catherine from
Atrus.
To get the message go all the way
to the end of the dock with the
ocean on your left. Turn right and
there in the wall is a hidden door.
Click on the door and go in all the
way to the imaging fountain. Turn
around toward the stairs and
click on the note on the wall to
the left of the stairs. Upon
examining it you'll see a red
button in the upper left corner of
the paper. Click on this button and
a digital readout will appear.
Click on the arrows until '08' (the
number of Marker Switches on the
island) appears. Turn back toward
the imaging pool and click the
yellow button on the front. The
message will play. Take note of
what is being said. Click on the
yellow button again to have the
message repeated.
Once you've explored the island
go back to the library. When you
enter by stand in the center of the
room and turn each possible
direction examining all the walls.
You will see: Map of Myst, Red
Book, Picture of stairs, Bookcase,
Window, Blue Book and a Fireplace.
It may be helpful to draw a map
of the library so you can visualize
it better. Go to the Map of Myst on
the wall and click on it. You will
see an outline of all the objects
you have investigated on the
island, except for the clock tower.
Turning the Marker Switches on
makes the locations appear on this
map. Since you have not turned on
the clock tower yet, it does not
appear.
Click on the flashing circle on
the map. This is the tower
rotator switch. If you click on
this and hold down the mouse
button a radar-like line will
appear and began rotating around
the island. At certain points you
will notice that it turns red (4
different locations). Stop on one
of these red locations and back
away from the map. Now go to the
picture of the stairs and click on
it. You'll see the picture swirl
around and the bookcase to the
right will turn into a staircase.
This staircase leads to the Tower
shown on the map. Take the elevator
to the Tower. There are two ladders
at the top. The ladder with the
'book' looks outward onto the
island, the ladder with the 'key'
is where you want to go. Climb the
ladder with the 'key' and look
closely at the stone wall at the
top. There will be a clue there to
solving one of the puzzles on the
island. Write it down and go back
to the library and rotate the tower
on the map to the next location
where it turns red. Repeat this
until you've retrieved a clue from
the tower for each place on the map
where the radar turns red.
After you exit the tower with the
last clue, click on the window to
the right of the staircase and the
window will swirl and turn the
stairs back into a bookcase. Now
examine the bookcase. Click on the
books and read the ones you can.
Several have been ruined but there
are four 'good' ones that contain
valuable information. Write down
anything you find since it may be a
clue you'll need later on. You can
always come back and refer to the
books later if you need to.
Move over and look at the Red and
Blue books laying by themselves on
opposite walls of the library.
Click on the page laying beside
each book, then click on the book
itself. A message will be played.
Listen and make note of what they
say in each message. From this you
learn that the object is to find
and bring back as many red and blue
pages as you can find to the
respective books. This will help
you determine which of the brothers
have betrayed their father.
One last thing to click on in the
library is the fireplace. When you
do so nothing happens. It puts you
'in' the fireplace so that you are
looking out into the library. More
later about the fireplace.
That's about it for the library.
Now out to solve the first
puzzle. From reading the books you
know there are four 'Ages' that
Atrus has created. Each of the
clues obtained from the tower will
help lead to one of them. I've
listed them here in the order I
visited each age. They don't have
to be visited in any certain order
however.
GETTING TO CHANNELWOOD
-----------------------
After leaving the library, go
down the trail to the end of the
path by the clock tower. Turn left
into the forest. There you will see
the log cabin you found earlier.
Enter it and turn back toward the
door. To the right of the door you
will see a safe in the wall. Click
on the safe and enter the
combination you found in the
library tower by pressing the
buttons below each number. The
combination is 7,2,4. When you've
dialed this in, pull the handle and
open the safe. Click on the match
box and it opens up. Click on the
matches and pick one up. Click on
the striking surface and it will
light. Now turn back toward the
furnace on the opposite wall. Light
the pilot light in the bottom left
corner of the furnace. Once the
pilot's lit, turn the handle to the
right, clockwise, as far as it will
go. The pressure gauge at the top
of the furnace will start to rise
quickly. When the gauge reaches the
top you will hear a loud sound and
the gauge will drop back to zero
and start up again. The burning
of the furnace makes the tree, in
the window to the left, rise into
the air. After you've heard that
loud booming sound 8 or 9 times,
turn the wheel to the right all the
way off, counterclockwise.
Immediately go out of the cabin and
turn left. Turn left again and go
behind the cabin between the two
trees. You will see a large tree
there up on a platform just like
the one you could see through the
window in the cabin. Go up on the
platform and look up at the tree.
You'll see what appears to be a
'room' in the tree. It will be
coming down since you turned the
fire off. Look back down at the
tree. Wait there until the room is
right in front of you. When the
floor of the room is level with the
platform, click on it. You'll see
it's an elevator that will take you
down under the platform. The button
on the left in the elevator speeds
along the descent, you can ignore
it since you'll be there shortly
anyway. Once you've stopped at the
bottom get out and approach the
table with the book on it. Click on
this book and you'll be transported
to Channelwood.
WHAT TO DO IN CHANNELWOOD
---------------------------
Upon arriving in Channelwood
you'll be standing on a wooden
walkway surrounded by water. Turn
around and go toward the windmill
on the mountain in the distance.
Follow the trail up the mountain
until you get to the top. When you
get there turn on the faucet at the
base of the big water tank. Turn
and go back down the hill to the
wooden walkway.
When you get back down you'll
notice pipes running along the
top of the walkway. These pipes
carry the water that you just
turned on at the windmill. The
water is used to power pumps that
are used in this age to drive
elevators and other devices. Go to
the only elevator that is currently
accessible, the center one if
you're looking into the trees
from the windmill. The water is
directed to the pump you want to
use by switching the handles
located at pipe joints. You change
the direction of the water by
pulling the handle to one side or
the other. If water is running in a
pipe, you can hear it. Also, when
you get to the pump you're wanting
to use, you can hear the motor
running if water is flowing to it
properly.
Go up the elevator and walk
around the treehouses until you
find a switch mounted on the floor
of one of them. (A map of the
treehouses is in one of the 'good'
books in the library. On this map
is noted the location of the
treehouse with the switch. There is
a dotted line from this treehouse
to the platform with the gate on
it.) This switch opens the gate
allowing access to the elevator
that will take you to the second
level of treehouses. Pull the
switch then go to the platform with
the gate and elevator. Go down the
steps through the gate and redirect
the water to the pump at the base
of the stairs (this pump operates
the upper elevator). Go back up the
steps and use the elevator to go to
the second level.
On the second level, when you
exit the elevator, turn left and go
around behind the elevator into the
room there. The red page is in this
room. Also in this room is the
first half of a note you'll need
later. Copy the note down
precisely before leaving. Exit this
room and go all the way across the
walkway, past the center building
to the shack at the other end. In
this room you will find the blue
page. The building in the center is
interesting but not necessary in
completing the game.
Once you've finished looking
around, go back down the elevator
to the first level of treehouses
and walk down the stairs. Redirect
the water to a pump on the far left
side of the walkways. This pump is
located where a walkway abruptly
ends. Once water is running to the
pump, push the lever and a 'hidden'
bridge will be raised connecting
the two walkways so you can cross.
Go across and follow it until you
get to another elevator. This
elevator is not functional since
water is not running to the pump.
Follow the pipe from the pump and
you'll notice it ends a short way
down. There is a crank handle on
the end of the pipe here. Turn the
handle and the pipe extends across
the water and connects to the
other pipe. Now go back across the
'hidden' bridge and redirect the
water to this pump. Once you've
done that, go back to the elevator
and go up. There you'll find a book
to take you back to the island of
Myst so you can return the red
and blue pages to the library.
GETTING TO THE MECHANICAL AGE
-------------------------------
After you leave the library,
follow the trail down past the
fountain to the clock tower. Upon
approaching it you'll see two round
control knobs and a red button.
Here's where you'll use one of the
clues found in the tower (2:40 and
2,2,1). If you look at the clock
before you look down at the
controls you'll notice the time is
12:00. The large control knob moves
the minute hand by 5 minute
increments, the small knob moves
the clock's hour hand by 1 hour
increments. Turn the large knob 8
times clockwise. Turn the small
knob 2 times clockwise. After
you've done this press the red
button. A 'gear bridge' will appear
in the water allowing you access to
the clock tower. Now you can turn
on the Marker Switch and then click
on the door to enter the
building. Once you enter you'll see
a pole there with three numbers
(3,3,3) on it vertically. There are
handles on the left and right of
this device as well as another
handle in the upper right corner of
the room. Here's where you'll use
the 2,2,1 portion of the clue from
the tower. You must rotate the
numbers so that they read 2,2,1. As
you pull the left and right handles
take note of which cubes turn.
Practice as much as you like, the
handle in the upper right corner of
the room resets the numbers to
their original location. It takes
some practice but it's possible to
do. Once you've changed the numbers
correctly the chain to the left
moves and the gears rotate. Now
exit the building and go back
across the bridge to Myst island.
Go back up the trail to the library
and turn right toward the dock. Go
to the large gears up on the hill
to the left of the dock. You'll
notice that the upright gear has
opened and revealed a book laying
there. Click on the book and then
click on the animation in the book.
When you do you'll be transported
to the Mechanical Age.
WHAT TO DO IN THE MECHANICAL AGE
----------------------------------
Once you arrive in Mechanical
Age, looking around, you'll see a
bridge that leads to an island in
the middle of a circular rail.
Follow the bridge and enter the
fortress. Hallways lead left and
right, follow the one to the right
to start with. There is a map of
this building's floor plan in one
of the four 'good' books in the
library. If you copied it it will
help you get your bearings here
more easily.
When you get to the room at the
end of there hallway you will see a
throne. Look to the left of the
throne on the wall. There is a
secret passage there. Click on the
wall to open the door. Go in and
find the blue page there. Once
you've got this page you can exit
this hidden room.
Now look to the left of the door
you just exited and you'll see an
object with two knobs on it. This
is the Fortress Rotation Simulator.
Click on this and take a look at
it. This object allows you to
'practice' rotating the fortress to
the other islands you may have
noticed on your way across the
bridge when you first arrived. In a
minute we'll go to the real
fortress rotator but first a little
practice is needed. Push the left
handle forward about halfway and it
will lock in place. Now push the
right handle forward and hold it.
You will see the fortress start to
rotate counterclockwise. When the
needle passes the first dock,
release the right handle. Now pull
the left handle back to the
starting position. When you do this
LISTEN carefully for the sound it
makes. Each of the four dock
positions has a distinct sound
that you'll need to be able to
recognize when doing the real
rotation. Practice with this
simulator as much as you need
until you feel comfortable with it.
Now move through the room to the
back hallway. Go past the red
button on the wall for now. If you
keep going you'll enter the other
room with a throne, a telescope and
several other things. In this room
there is a secret room located to
the right of the throne, kind of
hidden behind the tapestry on the
wall. Click on this section of the
wall to open the hidden door. There
you will find the red page.
Now go to the back hallway again
and stop at the red button on the
wall. Turn to face the button and
you'll see a hallway. Press the red
button and a stairway leading
downward opens up. Go down and you
will see a golden handle on a
table. This is the elevator rotator
control. Push the handle forward
and hold it. Notice while you're
holding it that the inner circle to
the left begins to turn. The object
is to get the openings of the two
circles to line up. When you do
this the circles will turn red.
Also take into consideration that
the inner circle moves one more
position after you release the
knob.
When you've completed this go
back up the stairs, turn back
toward the stairs and press the red
button again. The stairway will
close and the hallway will
reappear. At the end of the hall
there is an elevator. Enter the
elevator and press the 'up' button.
When the elevator stops and the
door opens, press the 'middle'
button and step out. When you do
this the doors will close and the
elevator will go back down
revealing the 'real' fortress
rotator on top of the elevator.
Move forward and look at the
rotator. It is exactly like the
one in the room below except there
is no 'picture' to guide you.
You'll have to have practiced
timing how long to hold the right
handle, releasing it and listening
for the sound for the dock you're
trying to get to. You can redo the
rotation as many times as you need
to. When you are satisfied with the
fortress' position, press the red
button and the elevator will come
back up for you. Go back down and
exit the fortress. You will then
have access to the island you
docked on.
You will need to go to both of
the other islands in this age to
get the clues that will allow you
to return to Myst island. Each
island has two clues that will be
needed. When you find these write
them down. Once you've got the
clues you need rotate the fortress
back to its original location and
go back across to where you first
arrived in this age. When you get
across look to the right and you
will see a control panel where you
can use the clues you found on the
islands. Press the small buttons
under each box to change that box's
picture. When you've entered all
four correctly, press the large
button and a stairway will open to
the right. Go down the stairway and
you'll find a book that will take
you back to Myst so that you can
return the red and blue pages to
the library.
GETTING TO STONESHIP AGE
--------------------------
Go to the observatory which is
next door to the library. Enter and
turn back toward the door. There
you will notice a blue button on
the right side of the door. Press
it and the lights go off. Now turn
back toward the chair and click on
it to sit down. Take the three
dates you received from the tower
in the library and enter them into
the machine one at a time. When
you've entered a date and time in
the machine press the little white
button to the right of the black
screen with stars. When the stars
stop moving copy down the star
pattern exactly. Repeat this for
all three dates.
Now go back to the library and
get the book with star patterns in
it. Compare what you wrote down in
the observatory to those in the
book. Write down the symbol from
the constellations in the book that
match those from the observatory.
The symbols that should match the
constellations are: snake, spider
and leaf.
Exit the library and go down the
trail to the fountain with the
small boat in it. On each side of
the fountain you'll notice four
posts. If you examine these closely
you'll see that they are the same
symbols as those in the book of
constellations. Find the three that
match the dates given to you and
click on them. The three that match
should be 'darkened' while the
other five should be the lighter
color. When this is done the ship
in the fountain will rise above
water as will the ship down by the
dock. Go to the dock and enter the
ship's hold by clicking on the
door. There you will find a book
that will take you to the Stoneship
Age.
WHAT TO DO IN THE STONESHIP AGE
---------------------------------
When you first arrive you're on a
ship that's stuck in a big rock.
Half the ship sits on each side of
the rock. To the left is a gang
plank leading to a control panel
with an umbrella over it. To the
right is a gang plank leading to
the light house. Go across the
steps to the other half of the
ship. There you'll see a walkway
leading up. Follow the steps to the
top where you'll find a telescope.
Look through it and drag the
picture from right to left. When
you see the lighthouse, stop and
take note of the compass reading,
135. Go back down the stairs and
across to the other side of the
ship.
Go out on the gang plank to the
control panel with the umbrella.
Push the button on the far right.
This drains the water from the
lighthouse. Now go back toward the
ship and across to the light house.
Notice that there is a key
chained to the walkway there. There
is also a lock on the door
overhead. Now go down the stairs to
the floor of the lighthouse where
you'll find and old treasure chest.
Turn the knob on the left side of
the chest to release the water
from it. Turn the knob back when
it's done draining. Go back up the
stairs and out of the lighthouse
across the gang plank to the
control panel again. Push the
middle button. This will cause the
lighthouse to flood again and the
caves in the rock to be drained.
Go back into the lighthouse and
the chest will be floating since we
let the water out. Click on the key
and it will unlock the chest. Get
the key from the chest and open the
door overhead. Go up the ladder and
into the top of the lighthouse.
There is a crank and batteries.
Turn the crank until the batteries
are fully charged as seen by the
power gauge on the side of the
batteries. Go back down and across
the gang plank. Turn toward the
rock between the ships. Go down the
steps to the end and enter the
room. There you will find the red
page in a drawer. Go back up the
stairs to the ship. Go across the
steps to the other half of the
ship. As soon as you get across
turn toward the rock again. Here is
another set of steps leading
downward. Go down and enter the
other bedroom. Here you will find
the blue page on the bed. You'll
also find the second half of a note
you'll need later on in the chest
of drawers. Write down everything
in it carefully. Go out of the room
back up the stairs. Stop after the
first flight of steps. There is a
secret door here on the wall. Click
on it to open it up. Follow the
tunnel and there you'll find a
large compass. Press the 'button'
on the compass at 135 to light the
underwater lights. If you press the
wrong button you'll have to go back
to the lighthouse and turn the
crank to recharge the batteries
again. Exit this tunnel and go up
the stairs to the ship. Go across
the gang plank to the control panel
with the umbrella. Click on the
first button. This will drain the
ship's hold and flood the caves in
the rock. Go back to the ship and
turn right looking down into the
hold. Go down and enter the door
and follow the steps down. At the
bottom there will be a table. Click
on this table and a book will
appear allowing you to return to
Myst.
GETTING TO SPACESHIP AGE
--------------------------
Go down the main trail toward the
clock tower. Just past the
fountain with the small ship in it
there is a brick building on the
right. Enter this building and go
down the stairs. At the bottom
there is a room. Enter this room
and go to the control panel. There
you'll see two digital readouts and
10 buttons in two columns. I'll
call these buttons 1 - 5 in the
first column and 6 - 10 in the
second column. Here you use
another clue from the library
tower, 59 volts. If you turn
around toward the door you'll see a
diagram on the wall to the right of
the door. Examine it more closely
and you can see that the left
digital readout is the power and
the right number is the power to
the ship. Turn back to the control
panel and looking at the buttons
you press each of these to
generate a different level of
power. In combination you need to
press the correct buttons to have
59 on both displays. The correct
button combination to do this is
buttons 1, 3, 4, 5, 6, 9. If you
enter too much power then you'll
trip a breaker and the power to the
ship (right display) will go to
zero. To fix this you must first
reduce the power by pressing any
buttons that are on to turning them
off. Go back out of the building
and look at the wires running from
the building toward the spaceship.
There are two electrical poles that
the wires run across. You need to
climb the ladders on these poles
and reset the breakers. Then you
can go back to the brick building
and enter the voltage again.
Otherwise, once the 59 volts
appears in both displays you can
exit the building and start back up
the trail toward the library.
When you get to the library, you
can see the spaceship off in the
distance to the left. Approach it
and click on the door. Enter and
you will see a control panel with
five slider switches and a large
handle on one end. At the other end
of the spaceship is a piano
keyboard. If you press the slider
buttons you will notice that they
each play a musical note. As you
move the slider the note changes.
Here you will use a clue from one
of the books in the library. One of
the books had a diagram of a piano
keyboard with five keys numbered.
If you go to the piano and play
those five notes, in the order they
are numbered, you will hear the
tune you must get the slider
switches to match. Now turn back to
the slider switches and move each
one of them so that slider #1 plays
the note for the key with #1 on it.
Set slider #2 to play note #2 and
so on. This takes some time and
patience to get it right. Try
working on one note at a time
instead of all five. You can also
count to the position of the keys
on the keyboard and move the
sliders up this number of notes.
For instance key #1 on the keyboard
is they 8th key. Moving slider #1
up 8 notes will put it in the
correct place. When you think
you've got all five notes correct,
pull the handle and release it. If
they are correct a book will appear
in the circular window above the
console. Click on this book and
you'll be taken to Spaceship Age.
WHAT TO DO IN SPACESHIP AGE
-----------------------------
When you arrive walk up the
pathway and you'll see a brick
building on the right. Examine this
building and you'll see a panel to
the right of the door. Here there
are five slider switches and a
button. Grab one of the sliders and
move it up and down. You'll notice
that it plays different sounds.
For now just remember that it's
here. You can't do anything with it
yet. You'll use this later on to
leave this age.
Moving further inland you'll find
five 'sound devices'. Each of these
has a red button and a picture
associated with it. Press the red
button on each one to turn it on
and make note of the sound you
hear. Also, take notice of the
picture associated with that sound.
The sounds you'll find are 1)
water dripping (this is where the
blue page is), 2) volcanic noises
from a chasm, 3) tick-tocking sound
from an old clock, 4) flute sound
from a buoy (this is where the red
page is), and 5) wind blowing up
from a manhole. After you've turned
all five devices on go back to the
device at the very end of the
island with wind blowing up through
a manhole. Go down the manhole and
turn the light on. Follow the
tunnel to the other side and you'll
come up on the island in the water.
There you'll see a panel with a
door on it. Click on this door to
reveal the control panel. There are
pictures of the sounds you heard,
arrow keys pointing both directions
and a view of the devices on the
island. The object is to click on
one of the pictures at the bottom
and then move the display using the
arrow keys until you hear that
sound. Once you've done this for
one picture, move on to the next
one. Do this for all five pictures.
The approximate locations,
digitally, for each of these
pictures are: volcanic noises from
chasm - 126.3, water running -
152.2, tick-tocking sound 55.4,
flute sound from buoy - 16.0, wind
blowing up from manhole - 208.2.
Once you done all of the pictures,
press the 'sum' button (that looks
like a funny 'E') on the bottom of
the console. When you do so make
note of the ORDER in which the
sounds are played. Exit this island
by going back down the manhole and
going back through the tunnel.
Go back toward the spaceship you
first arrived at this age in. When
you get to the brick building on
the left, approach the control
panel. Each of the sliders must be
set to the sounds you found on the
sound devices on the island. They
must be in the order they were
played by the console on the
island. For instance, the first
slider must correspond to the first
sound played when you pressed the
'sum' button, the second must be
the second sound played, etc. When
you have all five sounds set, press
the red button. If you've entered
them correctly the door to the
building will open. Enter and go
down the hallway to the underground
ship waiting there. Get in the ship
and click on the seat at the front
to sit down.
You are now sitting at the
console of the subway that runs
through a maze. The buttons in
front of you: Forward, Backtrack,
Left and Right arrows, a speaker on
the left and a directional
indicator on the right. All of
these items will be used to help
navigate through the maze. Press
Forward to get under way. This will
take you below ground to the subway
track. There you will be looking
down the track and the
directional indicator will show 'N'
for north. The best thing to do is
map this area carefully, otherwise
you can get hopelessly lost for
hours. At each stop there are eight
possible directions to go, N, NE,
E, SE, S, SW, W, NW. The easiest
way to map is at each stop, turn in
every direction and note on the map
which ways are dead ends and which
directions are open. When a path is
open the Forward button turns
yellow, when it's a dead end it
turns green. Proceed down an open
path and map each stop you come to
in this way. It will take time but
is worth it in the long run.
Press Forward to make the subway
start going. When it stops you are
at a subway stop and must decide
which way to go. Follow the
instructions above for mapping the
subway system. Another way to tell
which way you should turn is to
listen to the sound that is made
when it stops. There are eight
sounds that are played, each one
indicating the direction you should
go next. (If you get hopelessly
lost in here e-mail me and I'll
send you the correct path to the
end :-).
When you've found the last
correct turn you will travel
through a tunnel with lights and
stop at the end. Get out of the
seat and go to the back of the
ship. Press the button to open the
door and exit the subway. Go
forward and there you will find a
book to take you back to Myst
island.
FINISHING THE GAME ON MYST ISLAND
---------------------------------
Once you've returned the four of
the red or blue pages to the
corresponding book, close the book
and then click on it again. You
will hear a message from either
Achenar or Sirrus depending on the
book you've clicked on. If you've
returned all four of both color
pages you'll hear a similar message
from each of the brothers by
clicking on each of their books.
You don't have to return all four
of each of the pages but it's
interesting to hear what the
brothers have to say about each
other. You do have to return at
least four of one color to obtain
the final clue needed. When you
click on the book again after
returning the fourth page you will
hear the message which is an
important clue. The message says to
'look at the last book on the
middle shelf, get the pattern from
page 158 and enter it into the wall
of the fireplace'. You'll need to
write this pattern down since you
can't take the book into the
fireplace with you. Once you've
written it down, click on the
fireplace in the library and you'll
be looking outward into the
library. There is a red button on
the left side of the fireplace
wall. Press this button and the
door will close. Now click on the
wall there to enter the pattern you
found on page 158 of the book. Once
you've got the pattern the same as
in the book, press the red button
again. If the pattern entered was
correct the fireplace will spin
around and take you to a hidden
room. Exit and you will see a green
book and a red and blue page laying
on a shelf. Click on the book and
listen to the message from Atrus.
Do not take the red or blue pages
back to the brothers in the
library. If you do so you will end
up in the book of the brother you
gave it to and lose the game. Atrus
will tell you he needs one last
page and ask you to retrieve it. Go
back out to the library by
reentering the fireplace and
pressing the red button. Once
you're back in the library go
outside. From two different ages,
Channelwood and the Stoneship Age
you found two halves of a note.
Read this note and follow the
instructions. The missing page is
in the vault mentioned in the note.
Turn all the switch markers on
the island on. Go to the dock and
turn that switch marker off. When
you do this the vault will be 'in
plain sight'. If it's not then one
of the switch markers on the island
is not set correctly. Check them
all again and then come back to the
dock.
Take the green page from the
vault and go back to the library.
Get in the fireplace and press the
button. Enter the code into the
wall again and return to Atrus.
Click on the book and you will be
taken to a large room where you'll
find Atrus at a desk. Give him the
page and listen to him talk about
his sons. It turns out that both of
the sons became greedy and power
hungry upon gaining access to
Atrus' books in the library.
Therefore they are both banished by
their father.
CONGRATULATIONS! You've completed
Myst.