The Myst Reader


Book Description

This omnibus edition of the hugely popular Myst trilogy is published to coincide with the release of Myst Revelations, the latest in the line of the bestselling Myst interactive CD-ROM games. The award-winning Myst series is one of the most successful interactive CD-ROM computer games in history with sales of more than 12 million copies worldwide. Myst captivated the world when it was first conceived and created by brothers Rand and Robyn Miller. Its extraordinary success has gone on to spawn Riven, Myst III Exile, and most recently, Uru: The Ages Beyond Myst. Devoted fans of these surreal adventure games gather yearly at "Mysterium" (whose event sites are spreading to other countries) to exchange game strategies, share stories, and meet up with old friends. The Myst Reader is a literary companion to the CD-ROM games and a compendium of the bestselling official Myst trilogy: The Book of Atrus, The Book of Ti'ana, and The Book of D'ni. Devoted fans and new players alike will be delighted to have three books in this mythic saga together for the first time in one value-priced volume, which will be published in time to coincide with the long-awaited release of Myst Revelations.




Myst: The Book of Atrus


Book Description

Based on the best-selling CD-ROM game on the market, a novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.




Myst and Riven


Book Description

The inaugural title in the Landmark Video Games series







Myst: The Book of Atrus


Book Description

Based on the best-selling CD-ROM game on the market, a novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.




Building Imaginary Worlds


Book Description

Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.




Jeremy Thatcher, Dragon Hatcher


Book Description

Celebrate Twenty Years of Magic!




Myst


Book Description

Welcome to theMysterious island! Are you feeling a bitMystified? Does everything seem allMysty? Are you thinking you might haveMystsomething? Well, you've come to the right place for help.Myst: The Official Strategy Guide Revised and Expanded Edition is the #1 bestselling, ultimate, authoritative source for answers and information about Myst Island and the Ages of Myst. Inside you'll find: A complete, fictionalized walkthrough ofMyst Detailed examinations of the puzzles and reasoning behind them Screen images of the most important locations Overhead views of Myst Island and the Ages "Quick and Dirty" solutions if you're in a hurry Also: A revealing interview withMystgame designers Rand and Robyn Miller Early sketches and concept materials used to create theMystenvironment Special renderings of objects from the world ofMyst About the Author Rusel DeMariais head of DeMaria Studio. He has written and collaborated on numerous computer and video game books, includingThe 7th Guest: The Official Strategy Guide, X-Wing: The Official Strategy Guide,andEarthworm Jim Official Game Secrets(all from Prima). Rick Barbais the author of numerous electronic entertainment books, includingDOOM Battlebook,andUnder a Killing Moon: The Official Strategy Guide(all from Prima).




Uru


Book Description

Your Link to New Ages *Comprehensive personal account of the author's journey throughUru's Ages *Hand-drawn maps and actual photographs of the Ages seen by the author *Official D'ni Restoration Council (DRC) Explorer's Reference, with solutions to all ofUru's puzzles *Complete DRC Research text, including all journals and notebooks *Detailed historical information aboutUru's place in the epic that began withMystandRiven *Exclusive glimpses of new Ages recently discovered by the DRC *Critical details on how to use recently discovered D'ni technology: Linking Books, Linking Stones, KIs, and Yeesha Pages




Myst, The: Book of D'Ni


Book Description

Excitement for the MYST series continues with the release of the new CD-ROM Riven, the long awaited sequel to MYST. In this third novel by the creators of the CD-ROM phenomenon, Catherine and Atrus return to the devastated domain of the D'Ni civilization to fulfill their destinies. But as they begin to search the many worlds, seeking the survivors Ti'ana told them of, they find clues that bring them to a hidden book and discover a secret that the D'Ni masters planned long ago.