Myst 3 guide, I needed that!
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Myst 3 was my introduction to the Myst games, and without this essential guide I would still be somewhere in the swamps of Edanna! An excellently laid out book with "soft hints" for those that, having lost their way, do not want to be spoon-fed. But for those less strong-hearted, (and who can blame them?) there is a complete "walk-through". The book's humour and style matches the games superbly. The background information like the Historian's and Atruus' Journal is all grist to the mill for Myst fans. You are cleverly warned not to read certain areas as they contain plot spoilers. Excellent book and a great addition to the growing Myst history.
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A good guide of a good game
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I had to import this game as I just couldn't wait to play it. Having played MYST (and realMYST) and having enjoyed RIVEN, despite what the critics wrote, The enticement of the third in the series was too much. I bought this book for a simple reason: I wanted a backup in case I got lost. And I did, in Amateria. The balance puzzle. Far too many variables to solve by maths alone. (Prove me wrong, please!) The only problem with Barber's guides is that they are too official. they contain screenshots (particularly of Edanna) that could only be obtained by being on the programming staff. The 'story' told in the books is of the journey through the game that the programmers want the player to take. To alleviate this, a section containing subtle hints is also included, and the hints do help you on your way, without making the solution to your current puzzle too obvious. An extremely saving grace, however, is the Historian's Journal. This, as the book suggests, should not be read until the game is completed, as it 'gives away too many of the secrets of the game'. Actually, no, it gives away the plot, and the motives behind Saavedro's part in the game. But in no way does it give the answer to any tricky puzzle you may be stuck on. In conclusion, this is a very good book to read if you've already finished the game, but wanted to know what that funny little furry thing was actually called. Stantz
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A good guide of a good game
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I had to import this game as I just couldn't wait to play it. Having played MYST (and realMYST) and having enjoyed RIVEN, despite what the critics wrote, The enticement of the third in the series was too much. I bought this book for a simple reason: I wanted a backup in case I got lost. And I did, in Amateria. The balance puzzle. Far too many variables to solve by maths alone. (Prove me wrong, please!) The only problem with Barber's guides is that they are too official. they contain screenshots (particularly of Edanna) that could only be obtained by being on the programming staff. The 'story' told in the books is of the journey through the game that the programmers want the player to take. To alleviate this, a section containing subtle hints is also included, and the hints do help you on your way, without making the solution to your current puzzle too obvious. An extremely saving grace, however, is the Historian's Journal. This, as the book suggests, should not be read until the game is completed, as it 'gives away too many of the secrets of the game'. Actually, no, it gives away the plot, and the motives behind Saavedro's part in the game. But in no way does it give the answer to any In conclusion, this is a very good book if you want to know more about a game than the game wants to be known. (if you get my meaning) Stantz
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