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* WordOfGod is that the bird we see on Tomahna is from one of Atrus' Ages. So in the present day, there is an invasive species of bird ''that is protected by the Migratory Bird Treaty Act'' because with [[VideoGame/MystVEndOfAges Katran's decease and Atrus' Alzheimer's disease or multi-infarct dementia]], ''nobody knows it's invasive''.

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* WordOfGod is that the bird we see on Tomahna is from one of Atrus' Ages. So in the present day, there is an invasive species of bird ''that is protected by the Migratory Bird Treaty Act'' because with [[VideoGame/MystVEndOfAges Katran's decease and Atrus' Alzheimer's disease or multi-infarct dementia]], ''nobody knows it's invasive''.invasive''.
** [[{{Narm}} A species that's so bad at invading it's endangered.]]
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* The game's three ages for a trinity. Appropriately for their logically-minded author, Spire and Haven represent the two basic branches of natural science: physical science and life science. Serenia, an age of Catherine's, rounds out the trio by representing spirituality.
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* Spire and Haven are each a [[HailfirePeaks fusion]] of two of the four main ages of the original Myst. Spire has the crystals and desolation of Selenitic and the technology of Mechanical. Haven has a shipwreck like Stoneship and is a low-tech nature-filled age like Channelwood.

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* This leads to more Fridge horror as you understand the sequence of events.

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[[AC:FridgeHorror]]
* This The first FridgeBrilliance entry leads to more Fridge horror as you understand the sequence of events.



* Further fridge horror comes when you realize that linking books are large, handwritten books (at a minimum 50 pages) containing detailed descriptions of worlds, and a single error can make it an inescapable trap. Now, programmers: when was the last time you wrote unbugged code on the first try?

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* Further fridge horror comes when you realize that linking books are large, handwritten books (at a minimum 50 pages) containing detailed descriptions of worlds, and a single error can make it an inescapable trap. Now, programmers: when was the last time you wrote unbugged code on the first try?try?
* WordOfGod is that the bird we see on Tomahna is from one of Atrus' Ages. So in the present day, there is an invasive species of bird ''that is protected by the Migratory Bird Treaty Act'' because with [[VideoGame/MystVEndOfAges Katran's decease and Atrus' Alzheimer's disease or multi-infarct dementia]], ''nobody knows it's invasive''.
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* One of the few complaints some people have with Revelation was the [[RetCon Ret-Con]] of the Trap books into Prison Ages. However, this Ret-Con is in fact where the game gets it's title from. It's the Revelation that Sirius and Achanar still live. Furthermore, at the start of Riven, Atrus gives the player a notebook with some important information, including how trap books are made and work. By altering a small line of text in a regular linking book, the link can be broken. Anyone who tries to use that book is caught in limbo between ages. If the change is reversed, the link is repaired, and the person trapped is then sent to where the book links to.

to:

* One of the few complaints some people have with Revelation was the [[RetCon Ret-Con]] of the Trap books into Prison Ages. However, this Ret-Con is in fact where the game gets it's title from. It's the Revelation that Sirius and Achanar still live. Furthermore, at the start of Riven, Atrus gives the player a notebook with some important information, including how trap books are made and work. By altering a small line of text in a regular linking book, the link can be broken. Anyone who tries to use that book is caught in limbo between ages. If the change is reversed, the link is repaired, and the person trapped is then sent to where the book links to.to.
*This leads to more Fridge horror as you understand the sequence of events.
** Sirius and Achenar are trapped in an interdimensional limbo for a while in the library books.
** In the end of the first game, Atrus fixes the books, freeing them to go to their worlds, then burns the linking books.
** The brothers get a HopeSpot as they are sent to their respective ages, thinking they can link back if they can only find the book. THEN they break down and go mad.
*Further fridge horror comes when you realize that linking books are large, handwritten books (at a minimum 50 pages) containing detailed descriptions of worlds, and a single error can make it an inescapable trap. Now, programmers: when was the last time you wrote unbugged code on the first try?

Removed: 2490

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* One of the few complaints some people have with Revelation was the [[RetCon Ret-Con]] of the Trap books into Prison Ages. However, this Ret-Con is in fact where the game gets it's title from. It's the Revelation that Sirius and Achanar still live. Furthermore, at the start of Riven, Atrus gives the player a notebook with some important information, including how trap books are made and work. By altering a small line of text in a regular linking book, the link can be broken. Anyone who tries to use that book is caught in limbo between ages. If the change is reversed, the link is repaired, and the person trapped is then sent to where the book links to.

[[AC:FridgeLogic]]
* The advanced steampunk mechanisms inspire a lot of this in any Myst game, but some of them are downright odd:
** To get to the lakeside pier from Yeesha's room, a combination lock must be solved - but a simple lever opens the door from the other side. It's like having a backdoor to your house that is only locked against the inside.
*** That is repeated, in a much more understated fashion, by the door between Catherine's study and the Myst III sun room. That might be a bit less justifiable than Yeesha's example (young girl more concerned with having a small private spot rather than security risks), however, given that the sunroom doubles as the designated linking chamber for anyone in a different Age who is able to link to Tomahna.
** The kitchen and living room is connected by a single rotating bridge to either Yeesha's or Atrus' room. That ''has'' to be harder to build than just making two bridges, and also less convenient to use.
*** This could be a nod to Atrus's great desire for security. Having such a design allows for cutting off the kitchen and Yeesha's room from the rest of the house like a "safe room".
*** Also, if someone is in the position to use Yeesha's pier as a "back door", then they've either swum or climbed up the waterfall, or climbed over the cliffs surrounding Tomahna. In either case, there are better places to gain access (the former; the Sirrus/Achenar link chamber, the latter; any of the roofs.)
** Sirrus has spent twenty years on Spire, having brought nothing with him but (if we're generous) a backpack of camping supplies and maybe a screwdriver. He built, from scratch, an entire high-voltage power plant and routing system. Okay. And he built needlessly intricate door mechanisms and locks in an Age that had no other inhabitants. Okay. But machine-tooled steel grate walkways and floors?
*** Perhaps some or all of the amenities (such as they are) in either world were written in during the original creation of the worlds. Atrus wanted to create prisons, not deathtraps, so including stuff like working infrastructre ( on Spire) or a bizarre broken cargo ship (in Haven) would be a way to help the imprisoned being survive.
** More BambooTechnology than steampunk, but Achenar's security measures seem rather wonky also. He supposedly built one of the gates to keep the local scavenger-critters from swiping his stuff, yet didn't the main thieving species in Haven have wings? How's a gate supposed to stop flying creatures?

to:

* One of the few complaints some people have with Revelation was the [[RetCon Ret-Con]] of the Trap books into Prison Ages. However, this Ret-Con is in fact where the game gets it's title from. It's the Revelation that Sirius and Achanar still live. Furthermore, at the start of Riven, Atrus gives the player a notebook with some important information, including how trap books are made and work. By altering a small line of text in a regular linking book, the link can be broken. Anyone who tries to use that book is caught in limbo between ages. If the change is reversed, the link is repaired, and the person trapped is then sent to where the book links to.

[[AC:FridgeLogic]]
* The advanced steampunk mechanisms inspire a lot of this in any Myst game, but some of them are downright odd:
** To get to the lakeside pier from Yeesha's room, a combination lock must be solved - but a simple lever opens the door from the other side. It's like having a backdoor to your house that is only locked against the inside.
*** That is repeated, in a much more understated fashion, by the door between Catherine's study and the Myst III sun room. That might be a bit less justifiable than Yeesha's example (young girl more concerned with having a small private spot rather than security risks), however, given that the sunroom doubles as the designated linking chamber for anyone in a different Age who is able to link to Tomahna.
** The kitchen and living room is connected by a single rotating bridge to either Yeesha's or Atrus' room. That ''has'' to be harder to build than just making two bridges, and also less convenient to use.
*** This could be a nod to Atrus's great desire for security. Having such a design allows for cutting off the kitchen and Yeesha's room from the rest of the house like a "safe room".
*** Also, if someone is in the position to use Yeesha's pier as a "back door", then they've either swum or climbed up the waterfall, or climbed over the cliffs surrounding Tomahna. In either case, there are better places to gain access (the former; the Sirrus/Achenar link chamber, the latter; any of the roofs.)
** Sirrus has spent twenty years on Spire, having brought nothing with him but (if we're generous) a backpack of camping supplies and maybe a screwdriver. He built, from scratch, an entire high-voltage power plant and routing system. Okay. And he built needlessly intricate door mechanisms and locks in an Age that had no other inhabitants. Okay. But machine-tooled steel grate walkways and floors?
*** Perhaps some or all of the amenities (such as they are) in either world were written in during the original creation of the worlds. Atrus wanted to create prisons, not deathtraps, so including stuff like working infrastructre ( on Spire) or a bizarre broken cargo ship (in Haven) would be a way to help the imprisoned being survive.
** More BambooTechnology than steampunk, but Achenar's security measures seem rather wonky also. He supposedly built one of the gates to keep the local scavenger-critters from swiping his stuff, yet didn't the main thieving species in Haven have wings? How's a gate supposed to stop flying creatures?
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[[AC:FridgeBrilliance]]
* One of the few complaints some people have with Revelation was the [[RetCon Ret-Con]] of the Trap books into Prison Ages. However, this Ret-Con is in fact where the game gets it's title from. It's the Revelation that Sirius and Achanar still live. Furthermore, at the start of Riven, Atrus gives the player a notebook with some important information, including how trap books are made and work. By altering a small line of text in a regular linking book, the link can be broken. Anyone who tries to use that book is caught in limbo between ages. If the change is reversed, the link is repaired, and the person trapped is then sent to where the book links to.

[[AC:FridgeLogic]]
* The advanced steampunk mechanisms inspire a lot of this in any Myst game, but some of them are downright odd:
** To get to the lakeside pier from Yeesha's room, a combination lock must be solved - but a simple lever opens the door from the other side. It's like having a backdoor to your house that is only locked against the inside.
*** That is repeated, in a much more understated fashion, by the door between Catherine's study and the Myst III sun room. That might be a bit less justifiable than Yeesha's example (young girl more concerned with having a small private spot rather than security risks), however, given that the sunroom doubles as the designated linking chamber for anyone in a different Age who is able to link to Tomahna.
** The kitchen and living room is connected by a single rotating bridge to either Yeesha's or Atrus' room. That ''has'' to be harder to build than just making two bridges, and also less convenient to use.
*** This could be a nod to Atrus's great desire for security. Having such a design allows for cutting off the kitchen and Yeesha's room from the rest of the house like a "safe room".
*** Also, if someone is in the position to use Yeesha's pier as a "back door", then they've either swum or climbed up the waterfall, or climbed over the cliffs surrounding Tomahna. In either case, there are better places to gain access (the former; the Sirrus/Achenar link chamber, the latter; any of the roofs.)
** Sirrus has spent twenty years on Spire, having brought nothing with him but (if we're generous) a backpack of camping supplies and maybe a screwdriver. He built, from scratch, an entire high-voltage power plant and routing system. Okay. And he built needlessly intricate door mechanisms and locks in an Age that had no other inhabitants. Okay. But machine-tooled steel grate walkways and floors?
*** Perhaps some or all of the amenities (such as they are) in either world were written in during the original creation of the worlds. Atrus wanted to create prisons, not deathtraps, so including stuff like working infrastructre ( on Spire) or a bizarre broken cargo ship (in Haven) would be a way to help the imprisoned being survive.
** More BambooTechnology than steampunk, but Achenar's security measures seem rather wonky also. He supposedly built one of the gates to keep the local scavenger-critters from swiping his stuff, yet didn't the main thieving species in Haven have wings? How's a gate supposed to stop flying creatures?

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