Myst чит-файл №3

WALKTHROUGH - VERSION 1.0 - JULY 1994

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Please send all comments, criticisms and suggestions to:
Larry Field (l-field@tamu.edu).

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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.