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- mystwalk.txt [1/1]
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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 BACK 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.
-