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[[File:myst-ti.jpg|frame|Featuring the most lavish [[Scenery Porn]] [[Technology Marches On|1993 could buy]].]]
{{quote|
Most games have a premise, dictating an objective which the player achieves through gameplay. Some games, however, have discovering the premise and the objective as [[Late to the Party|part of the gameplay]].
''Myst'' was a puzzle-heavy first-person [[Adventure Game]] which [[Follow the Leader|sparked off a new sub-genre]]. Developed by the brothers Rand and Robyn Miller in 1993, the game became an unexpected hit, mainly due to its eerie, haunting atmosphere and, for the time, excellent graphics. It was swiftly followed by a host of imitators, most of which are decidedly inferior to the original.
''Myst'' is famous for its mind-bending logic puzzles and lack of character interaction
The late [[Douglas Adams]], upon playing ''Myst'', cheerfully declared the game to be a '[[Beautiful Void]]' due to the lack of other characters or life of any kind
It is also worth noting that characterisation of 'The Player' (Sometimes called [[Fan Nickname|'The Stranger']]) is achieved after an interesting fashion in that the few NPC's that play a primary role, Atrus and his family, treat the main character with familiarity that develops as the series progresses. This leads to the player's becoming something akin to their family friend, and subtly integrating the player themself as a character into the world of the game by avoiding dictating the nature of the protagonist.
The ''Myst'' games deal with the D'ni civilization, a race of people (not humans) that lived in a cavern under the Earth until their civilization fell a few centuries ago. The D'ni had the ability to write about locations they imagined in special books that could then physically transport a person to the places they described. Atrus, the main non-player character in the games, is one of the last survivors of the D'ni (though he's three-quarters human).
See also "[[
* ''Myst'': The player is transported to a strange, deserted island by reading a magical book. Once there, he/she discovers two brothers trapped inside similar books, each of whom blames the other for the murder of their father Atrus and the destruction of his library. With the help of various notes, journals and recorded messages left by Atrus and his sons, the player must piece together what happened and decide who to free. According to [[Word of God]], Myst is set in the early 19th century.
** ''Myst'' has also been [[Video Game Remake|remade]] several times: ''Myst: Masterpiece Edition'' is a [[Remaster]] of the original with unchanged gameplay, versions have been released for the [[Nintendo DS]], [[PSP]], and iPhone, and ''[http://www.youtube.com/watch?v=LX6E_XbVq44&feature=BFa&list=PLABB18F1C44D5F9D9&lf=plcp realMyst]'' allows players to wander through a fully realized 3D version of the game.
* ''Riven: The Sequel to Myst'': Atrus, after being freed by the player in the previous game, sends the player to Riven (an Age reached by linking book), where Atrus's father Gehn is holding Atrus's wife Catherine captive. The player must free Catherine, trap Gehn, and find a way to signal Atrus. In the end, the player is returned home (which is presumably on Earth). Considered by many ''Myst'' fans to be the best game in the franchise, and also the most difficult.
*
* ''Myst IV: Revelation'': Around ten years after ''Myst III: Exile'', Sirrus and Achenar return to kidnap Atrus's daughter Yeesha (around 10 years old in this game). The player visits the prison Ages in which Sirrus and Achenar were trapped, as well as a third Age called Serenia, to discover their plans and to try to free Yeesha.
* ''Uru: Ages Beyond Myst'': Set in the present day (2003, the game's release date), ''Uru'' is a spin-off of the ''Myst'' series. In the 1980's, a group of people discovered the D'ni cavern, and formed the D'ni Restoration Council. The player (who is obviously not the same character as the previous games, since it's 200 years later) is drawn to go to the desert and follows a journey set out by Yeesha that leads the player to find out much about the history and downfall of the D'ni, and about creatures called the Bahro that were enslaved by the D'ni. ''Uru'' also includes a massively multiplayer online component, which has been launched, canceled, relaunched, canceled again, and relaunched ''again'' throughout its history. After ''Uru Live'' was canceled (for the first time), two expansion packs were released with the planned future content for ''Uru Live''. The first, ''To D'ni'', allows the player to explore the D'ni cavern and deals with the fate of the DRC. The second, ''Path of the Shell'', is about a prophecy concerning someone called the Grower (who would bring D'ni back to life) and a D'ni guild master named Kadish who claimed to be the Grower. It currently exists, [[Freeware Games|for free]] but with no promises of future content updates, in the form of ''[http://mystonline.com/en/ Myst Online: Uru Live]''.
* ''Myst V: End of Ages'': The final ''Myst'' game is also set in the present day and is more a sequel to ''Uru'' than ''Myst''. The game doesn't state who the player is, but according to [[Word of God]], it's Dr. Watson from the DRC (from ''Uru''). The player is set a quest to release a Tablet, that controls/enslaves the Bahro. Both Yeesha and a D'ni survivor called Esher have attempted this quest, but failed, and both will aid the player in their own way.
There are also several tie-in novels, authored by the Miller brothers themselves. ''Myst: The Book of Atrus'' tells the story of Atrus's early life with his grandmother Anna and his father Gehn. ''Myst: The Book of Ti'ana'' tells the story of the downfall of the D'ni (so this takes place before the Book of Atrus). And finally, ''Myst: The Book of D'ni'' tells of Atrus's attempts to find D'ni survivors and rebuild the D'ni civilization.
Recently, an independently produced (but still approved by the Miller brothers) [[Film of the Book]] (the ''Book of Ti'ana'' to be precise) has been announced. The scriptwriters keep a daily-updated [https://web.archive.org/web/20140101001431/http://mystmovie.com/ blog] about their progress, with some rather odd digressions about their personal lives in connection with the project.
A remake of the original game was released in August 2021 for on [[PC]], [[Mac]], [[Oculus]], and [[Xbox]] Game Pass. You can watch the trailer [https://www.youtube.com/watch?v=6dzvtzamVNw here.]
{{franchisetropes}}
=== Tropes appearing across the series: ===
* [[Achievements in Ignorance]]: Yeesha can do a lot of things when writing Ages that were previously thought impossible (even above and beyond what her mother does-see below). It turns out that a lot of things that were previously thought to be hard-and-fast natural laws surrounding the process of writing linking books were just ancient traditions which had been around so long they assumed they must be laws. By being raised and taught in an environment where those weren't drummed into her head, Yeesha is able to accomplish things that everything her forefathers knew told them should cause her worlds to self-destruct.
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** ''The Book of Atrus'' ends with a scene that recaps the page quote, explaining the context of the first game's voice-over and accompanying visuals.
* [[Alternative Number System]]: The D'ni have a base 25 system, in keeping with the games' general tendency to use powers of five as [[Arc Number|Arc Numbers]].
* [[Anachronism Stew]]
* [[And I Must Scream]]
**
** Sirrus and Achenar were imprisoned in Spire and Haven respectively, completely alone, for over 20 years.
*** Which is fair enough, as they'd done exactly the same thing to Saavedro [[For the Evulz]].
* [[And Man Grew Proud]]: The D'ni as a whole seemed to have a problem with this. The process of Age Writing does not actually create worlds (see the [[Rewriting Reality]] entry below), but many of its practitioners seemed to forget this after a while. It seems you can't swing a stick in D'ni history without hitting a King or other important figure who became drunk on his own skill and committed horrid atrocities to the inhabitants of one or more Ages. Gehn is a great example, thinking himself a god, and Sirrus and Achenar both seem to have fallen into this trap as well. Even Yeesha admits there was a time she felt the same.
{{quote|
* [[Arc Number]]: 5 in ''Riven''.
** And in the [[All There in the Manual|backstory]] as well
*** It turns out 25 is actually the number holding the most cultural significance to the D'ni, as their number system is in Base 25 as opposed to our Base 10. Additionally, 25^2 is 625, the number connected to the Grower. The reason Gehn used the number 5 so powerfully around the islands of Riven is because Gehn misremembered this culturally significant number as 5 and not 25 (he was fairly young when the D'ni civilization collapsed), so he wrote everything in the link to Riven around the number 5.
*** Five still plays a major developmental part, in numbers and linguistics. Each number from 0 to 24 involves five symbols (0 is blank). To get numbers after 4, one rotates the first symbol 90 degrees ('1' rotated is '5', '2' rotated is '10', et cetera), then adds it to the unrotated symbol from 0 to 4 to get the full digit. After that, the '25s' place is one to the left. The phonemes work practically the same way...
** Gehn is, as far as most'' Myst'' fans are aware, the only (half) D'ni who has ever named his ages after numbers; all the ages the player discovers in ''Uru'' and ''Myst V: End of Ages'' have D'ni names (and that's not even counting Atrus' ages, which are also all named and not numbered). Gehn named his ages after numbers because those marked the order in which those ages were written
** The Ages that the player visits are littered with astronomical tools and mechanisms that depend on specific dates or numerical correspondences. Of course, this is usually because most of the ages visited in the series are written by Atrus, who simply has to know everything about every new age he writes a link to. The D'ni also had very advanced technology, and certain ages like Toldelmer were built specifically for scientific research (Astronomy, in this case). Additionally, ''Uru'' revealed that the center of D'ni technology as a whole appears to be connected to a large device known as "The Great Zero". Said device serves as a GPS in the D'ni cavern, and itself is located at coordinates (0,0,0). Overall, however, the D'ni actually seem to have been much more connected to writing than to the sciences, though science and mathematics were certainly a large part of their society.
* [[Arc Words]]: "The ending has not yet been written."
* [[Artifact Title]]: Aside from {{spoiler|one of ''Myst V'''s bad endings}}, Myst Island itself becomes distinctly less relevant to the series as it continues.
* [[Beautiful Void]]: [[Trope Namer]].
* [[Beneath the Earth]]: The D'ni, in rare comfort, too
* [[Beyond the Impossible]]: To demonstrate the Bahro's mastery of time, the night version of Minkata features a visibly spinning ''Galaxy''! To put it into perspective, our own Milky Way takes 250 '''million''' years to rotate ''once''!
** Most of what Yeesha does, having learnt from the aforementioned Bahro.
** Her mother Catherine was also good at this. In the
* [[Big Screwed-Up Family]]: Atrus father and two sons are genocidal maniacs and his daughter Yeesha has a bit of a messiah complex.
* [[Bittersweet Ending]]: All the games to some extent, but especially ''Riven'' and ''Myst IV: Revelation''.
** If the player chooses to
*** Even if you get the best possible ending instead, Saavedro has still lost twenty years of his life, including his daughters' entire childhoods. Makes the homecoming pretty darn bittersweet right there...
*** To say nothing of the fact that he's become a psychopath, easily capable of snapping and killing someone with little provocation. What kind of rehabilitation does he have ahead of him?
* [[Bound and Gagged]]:
** Yeesha in ''Myst IV: Revelation''.
** Atrus has his hands bound behind his back in ''Book of Atrus''.
* [[Call Back]]: Three of the Ages in the original ''Myst'' have separate rooms that Sirrus and Achenar have inhabited at some point, where their pages are. Not so in the Selenitic Age. Sirrus' page is in the middle of crystalline ''spires'', while Achenar's is in the little spot of vegetation left
* [[Canon
* [[Cast as a Mask]]: Inverted and has some [[Gender Bender|gender bending]] thrown in with {{spoiler|Sirrus}} in ''Myst IV: Revelation''.
* [[Chess Motifs]]: Yes Sirrus, Atrus made a [[Incredibly Lame Pun|Légal move]].
* [[Closed Circle]]: Linking books are not two way travel portals, so wherever the Stranger is tossed, (s)he does not have a way back.
* [[Crap Saccharine World]]: Terahnee.
* [[Crapsack World]]
* [[Creepy Child]]: Later part of ''Myst IV
* [[Damsel in Distress]]: Catherine and (later) Yeesha. It must run in the family.
** Arguably Atrus even more so, although a male example, since he needs you to solve his problems for him in ''every'' numbered ''Myst'' series title.
* [[Defector From Decadence]]: The entire D'ni civilization was founded with this intention.
* [[Doom Magnet]]: Atrus.
* [[Dramatic Landfall Shot]]
** Also Mechanical, Stoneship, J'nanin, Edanna, Haven, Teledahn... A good number of the Ages are islands, so they get to use this a ''lot''.
* [[Drunk on the Dark Side]]
* [[
* [[Endless Daytime]]:
** In ''Uru'', Teledahn's sun moves horizontally across the sky, never dipping beneath the horizon as it circles.
* [[Everything's Better with Spinning]]: In ''Uru'', the rotating fortresses of Gahreesen are designed to [[Portal Cut]] any invader.
* [[Face Heel Turn]]: {{spoiler|Veovis}}.
* [[Featureless Protagonist]]: All games, except for ''Uru''.
* [[Gadgeteer Genius|Gadgeteer Geniuses]]: The D'ni. Aside from the Art, they're also notable for their remarkable engineering skills.
* [[God Is Inept]]: Poorly written linking books result in this.
* [[Good Is Not Soft]]: This trope could have been named for Atrus.
* [[Guide Dang It]]: A huge chunk of any game in this series becomes this relatively quickly. Made a bit more tolerable by the narrative tone that the official guides take, serving as the voice of the protagonist as he writes a journal of the occurrences.
** The animal puzzle in ''Riven''. Even if you've figured out the two or three layers of puzzle that spans the entire game map to know which animals you're looking for {{spoiler|(one of which Gehn broke and you have to figure out via other means)}}, the primitive cave pictograms on the stones where you ultimately enter them in don't depict them all that well.
** The puzzles in ''Uru: Path of the Shell'' revolve around waiting for long periods of time, 14 minutes for almost all of them to be precise. The only hint to this is Bible-style references written on the walls, referenced in books in Relto which force you to count each individual line, which require you to know D'ni math to figure out what 625 units of their time is in normal minutes.
* [[Heel Face Turn]]
* [[Heel Faith Turn]]
* [[Hot Mom]]
* [[Human Aliens]]
** If the civilizations on Riven (though its people now reside on Tay), Narayan
* [[I Did What I Had to Do]]
* [[Insurmountable Waist-Height Fence]]
* [[Irony]]: D'ni, the age where Atrus was trapped in the first game, is actually {{spoiler|Earth, the very place the player is trying to return to}}.
* [[It's a Wonderful Failure]]:
** ''Myst'':
** ''Riven'':
** ''Myst III: Exile'':
* [[It's Up to You]]: ''Five'' times so far in the original series alone. This really begins to stretch credibility in later games. In ''Myst IV'', Atrus can't participate because he's [[Contrived Coincidence|conveniently stranded]] in some kind of electrical storm. You only find this out if you repair his imager, which is not necessary for beating the game.
* [[Killed Off for Real]]: {{spoiler|Sirrus and Achenar}}.
** {{spoiler|Sirrus' body is an [[Easter Egg]] you can find if you look at the metal tube once you enter his hideout. You see Sirrus sleeping in the tube}}.
*** Even then, {{spoiler|Sirrus isn't dead: [[Fate Worse Than Death|only his mind is]], as solving the memory lock he holds on Yeesha essentially destroys his soul, [[And I Must Scream|rendering Sirrus a vegetable forever]]}}. I'll give you a few moments to let the [[Fridge Logic]] set in...
* [[La Résistance]]
* [[Large Ham]]: Sirrus and Achenar both, as portrayed by the Miller brothers. Also Sirrus in ''Myst IV: Revelation''.
** Saavedro thinks himself to be the last of the Narayani race due to a rather nasty civil war that occurred on his home Age. {{spoiler|This is also not the case}}.
* [[Late to the Party]]
* [[Literary Agent Hypothesis]]
** One might even say that ''Uru'' is all one big [[Retcon]].
* [[Lock and Key Puzzle]]: Most major puzzles, and a few minor ones, essentially boil down to an elaborate combination lock. The puzzle has so many possible states that guessing is simply out of the question. The only way to solve it is to wander around solving minor puzzles that will eventually reveal what the right combination is.
** The fireplace plate in ''Myst'' has 2^48 (over 280 '''trillion''') possible combinations.
** ''Riven''
*** The fire marble press requires you to place up six colored marbles into a 25x25 grid. The number of combinations sits in the range of '''quadrillions'''. Technically, any entry with a specific marble and any other marble in their correct positions will grant access to the final stretch of the game, but that hardly makes a brute-force approach any more practical.
Line 128 ⟶ 127:
*** There are 53,130 possible codes to unlock the book domes. This combination is also randomized.
*** There are 243 possible codes to unlock Catherine's prison. [[Rule of Three|This combination is also randomized.]]
** ''Myst III: Exile''
*** There are 65,536 possible codes to bring the Lesson Age books down.
** ''Myst IV: Revelation''
*** There are 46,656 possible codes to unlock the door
* [[Magic A Is Magic A]]
* [[Meaningful Name]]
* [[Messianic Archetype]]
* [[Methuselah Syndrome]]
* [[Mobile Maze]]:
* [[Multiple Endings]]:
** Some of the times you do have a choice aren't entirely obvious
*** Furthermore, forgetting ''one lousy thing'' in ''Myst III: Exile'' but remembering everything else locks you into the best ending
* [[The Multiverse]]: Every Age, no matter how marginal the difference, is in fact a complete different universe. The D'ni represent it as a massive tree, with every Age a leaf.
* [[Mundane Utility]]: The D'ni have some incredibly advanced technology, the cornerstone of which is their ability to connect to other universes, specifying any type of universe they want with any contents they want, and travel to them at will. They use this ability as a ''[[What Do You Mean It's Not Awesome?|municipal mass transit system]]'', among other things.
* [[Nostalgia Level]]
* [[Not Evil, Just Misunderstood]]: Saavedro.
* [[Novelization]]
* [[Offing the Offspring]]
* [[Omnicidal Maniac]]
* [[Portal Picture]]: What a portal in a Linking book looks like.
* [[Broken Pedestal|Pulverized Pedestal]]: Atrus admired Gehn at first.
* [[Punny Name]]
** Many D'ni words are merely English words with a strong accent. Gahreesen, for instance, is a garrison.
* [[Reality Warper]]: The Bahro, and to an extent {{spoiler|Yeesha}}.
* [[Redemption Equals Death]]: {{spoiler|Veovis, Achenar, ro'Eh ro'Dan}}.
** ''Myst IV: Revelation'' almost beats you over the head with this trope. The effectiveness of the message is tempered by how well you remember [[Big Screwed-Up Family|the]] events of]] [[Manipulative Bastard|''Myst'']] [[Greed|and]] [[Kick the Dog|''Myst III: Exile'']].
** Averted in ''Myst III: Exile'', however, in which not only does the player reconcile with Saavedro and allow him a happy ending, but in a bad ending where you drive Saavedro to suicide Atrus yells at you about it. Of course, Saavedro's most serious crimes were arson (no one was hurt), theft, and plotting bad things-- and he did so for understandable reasons-- so the game killing him to redeem him would have seemed pretty disproportional.
* [[Red Oni, Blue Oni]]: Sirrus (Blue Oni) and Achenar (Red Oni), though the Books they're trapped in have the opposite colors.
** Interestingly, {{spoiler|the worlds within the books}} have the opposite colors from their covers.
* [[Renaissance Man]]: Atrus.
* [[Reptiles Are Abhorrent]]: The Bahro fear the snakes of Noloben.
* [[Retcon]]: Several, but the transformation of 'Trap Books' into 'Prison Ages' is probably the most obvious.
** Don't forget the placement of the Cleft. The novels heavily imply the Cleft to be located in the Middle East, while ''Uru'' moves it to New Mexico.
** According to [[Word of God]] (Richard A. Watson, the end-all authority on all things D'ni), the cleft was always in New Mexico, the novels got it wrong. He also states that trap books as shown in ''Myst'' and ''Riven'' don't exist; the brothers were always trapped in prison Ages (as shown in ''Myst IV''), and that the trap books were simply a simplification made by Cyan for gameplay purposes. It should be noted that he wrote about this as early as 1998, so it wasn't something that was changed for ''Myst IV''.
* [[Rewriting Reality]]: The explanation for how the Art (of linking to other universes) works. With the proper ink, paper and language, of course. What do you think this is, magic or something?
** Well, technically, it's not rewriting reality, and a whole section of a couple of the stories is dedicated to making this clear, thanks to a few characters who started to think they were gods. As stated above, it's linking: writing a linking book simply creates a door to a world that already exists somewhere, if the theory of infinite possibilities is to be believed. It also points out that writers have to be ruddy careful, as the link is established to a moment when the world is ''exactly'' as it is described in the linking book. It doesn't matter if the linked world destabilizes into a hellish inferno after that moment... the book will still link there. Thus the existence of a guild dedicated to approving books as safe to use.
*** However, there have been times, like with the Age of Stoneship, where Atrus uses the Art to change the contents of a world. [[Word of God]] states it's sort of a quantum-uncertainty thing; you can't change things, but you can specify things which [[Schrödinger's Gun|could have been there all along]] but just haven't been noticed. For example, the dagger-from-the-sky from ''Riven'': You can't write that a dagger falls from the sky. You can write that there was a dagger ''in orbit all along that's just about to fall'', however. Even before you wrote it, there was a potential that the dagger was there, it just collapsed into a certainty when you put it to paper. If you write in a change that's incompatible with the existing world, then the link changes to a new world which matches all the facts... breaking the link to the original world ''permanently''. Yes, this has resulted in at least one [[Shoot the Dog]].
* [[Scenery Porn]]: Sufficient, said many critics at the time, to solely justify the first game's record-smashing sales. You can probably buy the first three sequels with that excuse too.
** The Garden Ages, the Kadish Gallery and Ahnonay in ''Uru''.
** Taken to the extent that your reward for completing a stage of particular games - individual islands in ''Riven'', complete Ages in ''Myst III: Exile'' and ''Myst IV: Revelation'' - is a ride around the area you just finished in what might easily be called [[Scenery Porn]] [[Fan Service]]
* [[Schizo-Tech]]: See [[Anachronism Stew]] above.
* [[Schmuck Bait]]: The Trap Books. Not counting the Linking Book you touched to start the whole adventure, of course...
** ''Riven'' presents some interesting [[Zig Zagged Trope|twists]] on the trope. There are at least two major pieces of [[Schmuck Bait]] in the game, and by the time you've found them, you should have figured out why they're dangerous. And yet, in order to win the game, you must use them anyway.
* [[Smug Snake]]: {{spoiler|Sirrus}}.
* [[Solve the Soup Cans]]: The [[Justified Trope|justification]] comes in the form of paranoid characters throwing deliberately contrived obstacles in each other's paths.
* [[Songs in the Key of Lock]]:
* [[Space Amish]]:
* [[Steampunk]]
** The upper part of the central tower in J'nanin appears to be fixed in place with ''bed-sized screws''.
* [[Themed Cursor]]: Your hand.
* [[Town with a Dark Secret]]: {{spoiler|Terahnee}} is a ''country'' with a dark secret. {{spoiler|Atrus and company find this out almost too late
* [[Tree-Top Town]]:
** ''Myst'': The upper levels of the Channelwood Age.
** ''Riven'': The village in the Moiety Age, situated in the middle of a giant tree.
** ''Myst III: Exile'': The Age of Narayan.
* [[Unobtainium]]: Nara, deretheni, firemarbles, powermarbles, etc.
* [[Video Game Caring Potential]]
* [[Villainous Breakdown]]: {{spoiler|"No, you fool! My performance was perfect!"}}
** {{spoiler|You
* [[Wham! Episode]]: The death of Willow "Wheely" Engberg in ''Uru Live
** When the player behind the character Pepsi in ''Uru Live'' died in real life, it came as quite a shock. Years later, in the D'ni Games (a fan-created Olympics-styled event) of Until Uru, the Pepsi Memorial Marathon was named in honor of her.
* [[World of Chaos]]: The worlds created in-universe, rather than the universe itself.
** ''Some'' of the worlds created in-universe. One of the underlying principles of the [[Functional Magic]] is that perfectly habitable worlds can be very, very different from each other; it's just that some of them have trees that grow inside-out (Edanna, ''Myst III: Exile''), or aquatic microbes that avoid heat and take the water with them (''Riven''), or wooden ships that are sticking out of the side of an island (Stoneship, ''Myst'').
*** And that last one's arguably a mistake, as per Atrus's journal.
** Taking this to its logical extent is Torus, which is perfectly habitable despite that everything Atrus knows about the Art says it shouldn't be
*** Catherine seems to have a special talent for "breaking the rules" as it were: magical spirit world in Serenia anybody?
* [[World Tree]]: The Great Tree of Possibility is a motif revered by the D'ni, and appears in many places where the mystic circles of that society held sway. The World Tree also appears in several games:
** In ''Riven'', that Age was once dominated by a great tree, which the people worshipped, but Gehn's faulty writing caused it to die and he cut it down. When Catherine wrote a new Age for the Moiety, it was dominated by a similar tree.
** In ''Myst III: Exile'', Edanna is a giant tree in which an entire ecosystem thrives, written such by Atrus to demonstrate the interconnectedness of all life.
** In ''
* [[Zip Mode]]: [[Trope Namer]] and a handy way to get from one end of an Age to another.
=== Tropes found in ''Myst'' and its [[Updated Rerelease|Updated Rereleases]] ===
* [[Canon Discontinuity]]: In 2018, the original ''realMyst'' was declared non-canon by Cyan, and was removed from GOG.com within July of that year.
* [[Evil Gloating]]:
{{quote|
* [[Game Breaking Bug]]:
** There is a bug in the Mechanical Age that can prevent you from rotating the fortress, requiring [[Guide Dang It|the use of a game guide]] to find the solution to the age's last puzzle.
** The brightness of the images in ''Myst'' is set for the Mac screen gamma of 1.8. On the PC, with a gamma of 2.2 (and with monitors of the time often being even darker), a key switch in the Channelwood age is invisible in the shadows. You can deduce that there's something special about that location from the in-game maps, but you won't be able to see it. The Stoneship age has a similar problem with the doors to the compass room being too dark to see, but this time, there's no map.
* [[Lighthouse Point]]: In the Stoneship Age.
* [[Minecart Madness]]: The Mazerunner in the Selenitic Age.
* [[Mission Control Is Off Its Meds]]: Sirrus and Achenar.
* [[Nintendo Hard]]: The puzzles in this game are so notoriously obtuse, the original box contained a small notepad to encourage players to write information down. Developers [[Word of God|Rand and Robin Miller even admitted]] that they doubted half of players who bought the original game never got past the first island.
* [[Sequel Hook]]: The good ending contains several blatant ones for ''Riven''.
* [[Shout-Out]]: The never-seen Osmoian Age, mentioned in the Channelwood journal, is a nod to Cyan's earlier game ''[[Cosmic Osmo]]'', which was set in the Osmoian solar system.
* [[Sound-Coded for Your Convenience]]: The Mazerunner in the Selenitic Age uses sounds to guide you along the correct path. Unfortunately, unless you've already been to {{spoiler|the Mechanical Age}}, you'll have to figure out for yourself what the sounds actually mean. {{spoiler|In the Mechanical age, the same sounds are used to indicate which direction the fortress is rotated, and stand for the same cardinal directions
* [[Take a Third Option]]: {{spoiler|Do you trust the brother without the more obviously 'mad' and 'evil' attributes, or assume it's some sort of misleading trick and trust that one? The answer is to trust neither
* [[What the Hell, Player?]]: Atrus doesn't react well to your stupidity if you {{spoiler|go to D'ni without bringing the missing linking book page}}.
=== Tropes found in ''Riven'' ===
* [[Ascended Glitch]]: Some of the glitches in the game involve various moving segments of machines and paths being in the wrong position on certain screens, a number of them involving the submarine train in the village. One of these misplaced images of the sub was eventually used in the easter egg path.
* [[Covers Always Lie]]: The Age of Tay is shown on the box art, but in-game, your only exploration of it is the shoreline, and a small prison cell, where you can look out into the Age's inner village, but never explore it.
* [[Fission Mailed]]: If you {{spoiler|enter the trap book when Gehn asks you to}}, the screen goes black. And stays black for the better part of a minute before something happens. The development team apparently wanted to make it longer, but the testers thought their computers had crashed.
* [[A God Am I]]: {{spoiler|Gehn seems to fancy himself one
* [[Indo-European Alien Language]]: The Rivenese language that the Moeity and Cho speak is actually Tok Pisin, a dialect known to a certain area of Papua New Guinea. Direct translations for the dialogue have not been released though.
* [[Its Always Sunny in Miami|It's Always Sunny In Riven]]
* [[Press X to Die]]: Using the Trap Book from your inventory at any point in ''Riven'' nets you a bad ending. {{spoiler|There is one point where you do have to use it, but then it's being offered to you by Gehn and isn't in your possession
* [[Quicksand Box]]: The other games are divided into discrete, self-contained ages which can be completed independently of each other. ''Riven'' is almost completely comprised of a single, gigantic age, and it can be frustratingly easy to lose track of everything you have or haven't done yet.
* [[Set Right What Once Went Wrong]]: Non-time-travel variant; Gehn isn't a particularly good linking author, so the quantum-uncertainty thing the linking books have going on makes the Ages he links to dangerously unstable. Atrus is much better at writing linking books than his father, and reckons he can use those same quantum-uncertainty shenanigans to salvage Gehn's Ages, or even undo the damage Gehn caused; but it's a very time-sensitive endeavor because Ages don't stop deteriorating just because you're not in them, and some are beyond saving already.
* [[Villains Out Shopping]]: The supplemental booklet for the soundtrack contains extra pages from Gehn's journal where he discusses some of his hobbies.
* [[What Happened to the Mouse?|What Happened To The Squee?]]: You don't hear from Gehn after {{spoiler|he is imprisoned. Does he mend? Does he die unreformed? Is he lost in the library fire
=== Tropes found in ''Exile'' ===
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* [[Convection, Schmonvection]]: In Voltaic, there is a room that you can fill up with lava. As long as you drain the room before entering, you can waltz inside without waiting for the room to cool down first. You can also stand on a platform suspended just inches above the lava, and suffer no ill effects.
* [[Drop the Hammer]]: Another reason why you shouldn't anger Saavedro.
* [[Follow the Plotted Line]]: The lack of any obvious goal in Edanna, combined with its confusing layout, brings this trope into play. As a result, you find yourself simply solving all the puzzles that present themselves to you, without ever knowing why. In case you're curious, what you're trying to do is {{spoiler|free the Grossamary bird from the giant flytrap, then call it from a cage in the swamp to have it come pick you up and take you to the location of the symbol}}.
* [[I Lied]]: Saavedro offers to return Releeshahn to the player freely at the end of ''Myst III'' when it turns out he can't return home without help. {{spoiler|If you take up his offer directly, he gleefully tosses the book into an abyss and scampers off home}}.
* [[It's Personal]]: Saavedro's motive.
* [[Press X to Die]]: Using the Tomahna Linking Book anywhere that Saavedro can physically reach it at the end of ''Exile'' will not end well for you, or anyone else.
* [[Ridiculously Cute Critter]]: Saavedro subsisted on little squirrel-like creatures called Squees. No relation to [[Squee]], a trope with [[Name's the Same|the same name]].
* [[Tagline]]: ''The Perfect Place to Plan Revenge''.
* [[Video Game 3D Leap]]: [[Downplayed Trope|Sort of.]] You still click from screen to screen, as you did in the original ''Myst'' and ''Riven'', but each "screen" is now a cycloramic (cyclorama=360 degree panorama) view that allows you to look freely in all directions.
* [[Villainous Breakdown]]: Once you finally manage to turn the tables on Saavedro.
** [[Big No]]
** [[Rapid-Fire "No"]]: Saavedro has two, [[Actor Allusion|alluding to]] the final line of Brad Dourif's [[One Flew Over the Cuckoo's Nest|first film character
* [[What the Hell, Player?]]: If you decide to {{spoiler|leave Saavedro trapped}} at the end of the game, Atrus calls you out on it in the epilogue. The official hint guide also gets in on it.
{{quote|
A: "Sure. After all, {{spoiler|Saavedro hasn't suffered yet. Twenty years is nothing, really
=== Tropes found in ''Revelation'' ===
* [[Big No]]: Sirrus.
* [[Underground Level]]: Spire, for the most part.
* [[Jungle Japes]]: Haven, although a bit more realistic than most portrayals since there are no vines to swing from.
* [[Lost Woods]]: The first part of Serenia, and your introduction to the Age. However, it's given a twist: the Lost Woods are more like Lost Stones.
* [[Nostalgia Level]]:
* [[Hub World]]: Atrus' estate in Colorado, dubbed "Tomahna".
* [[Villainous Breakdown]]: Achenar suffered one in Haven. After
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