By clicking “Accept,” you agree to the use of cookies and similar technologies on your device as set forth in our Cookie Policy and our Privacy Policy. Please note that certain cookies are essential for this website to function properly and do not require user consent to be deployed.

The Myst Reader

Contributors

By Rand Miller

By Robyn Miller

By David Wingrove

Formats and Prices

Price

$20.00

Price

$26.00 CAD

Format

Trade Paperback

Format:

Trade Paperback $20.00 $26.00 CAD

This item is a preorder. Your payment method will be charged immediately, and the product is expected to ship on or around September 1, 2004. This date is subject to change due to shipping delays beyond our control.

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.

On Sale
Sep 1, 2004
Page Count
944 pages
ISBN-13
9781401307813

Rand Miller

About the Author

In 1991, Cyan began work on Myst, a project that would expand the world of computer entertainment. The goal was to use what they had learned building the successful worlds for children, to create a whole new world for everyone. Rather than being followers and simply re-purposing existing content from other media for CD-ROM, they would build from scratch a world that would take advantage of everything the vast new medium had to offer. The results were staggering.

Learn more about this author