######## #### # #### ########## ### ### ## ## ## # ## ## # ### # ## ## ## # ## ## # ## # ## ## ## # ## ## # # ## # ## ### ## # ## ######## # ## # ## ## ## # ## ## # # ## # ## ## ## # ## ## # ## # ## ## ## # ## ## # # ### #### ### #### ## ########## ### ### S O L U T I O N S AUTHOR: 3791 EMAIL: firstname.lastname@example.org VERSION: 1.20 LATEST UPDATE: 04/04/2005 COMPLETE AND READY TO SUBMIT!!! This is the first version of the strategy guide posted on GameFAQs. The walkthrough has been converted to .txt format and revised. Also, sections for hints, solutions, and everything else in this guide have been added. =============================================================================== Mini Legal/Contact Info Notice =============================================================================== YOU CAN: download, print, and copy this guide all you want distribute it FOR FREE LINK to this guide use this guide as a source provided credit is given (no need to contact me) YOU CANNOT: sell this guide post this guide online, unless you are CJayC copy all or part of this guide and claim it is your own work (i.e. without giving me credit) For more detailed information and a link to GameFAQs's copyright information page, see the Copyright Notice subsection at the end of this guide. Before emailing me, make sure: o your question is not answered in the guide o your email is not rude, illegible, or offensive o your email does not contain spam or porn If all the above requirements are met, feel free to email me. For more detailed information, see the Contact Info subsection at the end of this guide. =============================================================================== =============================================================================== ######### # # ====================================================================== ####### CONTENTS # # ====================================================================== ######### I. INTRODUCTION II. CONTROLS III. GENERAL STRATEGIES IV. HINTS A. Temple Island B. Jungle Island C. Book Assembly Island D. Survey Island E. The Moiety F. Gehn and Catherine V. WALKTHROUGH A. Temple Island 1. Atrus's Request 2. A New World 3. The Gate Room 4. The Gold Dome 5. Across the Bridge B. Jungle Island 1. Three Wooden Eyes 2. The Jungle 3. The Village 4. Lessons Learned C. Book Assembly Island 1. The Boiler 2. Frogs, Domes, and Fans 3. Gehn's Laboratory 4. Return to the Dome D. Survey Island 1. On the Surface 2. Mapping Riven 3. Below the Surface 4. The Survey Room E. The Moiety 1. Above the Jungle 2. Prison Passages 3. The Moiety Chamber 4. The Moiety Age 5. Catherine's Journal F. Gehn and Catherine 1. Opening the Domes 2. Powering the Domes 3. A Meeting With Gehn 4. A Meeting With Catherine 5. Mission Accomplished! 6. The Fissure VI. SOLUTIONS A. Temple Island B. Jungle Island C. Book Assembly Island D. Survey Island E. Prison Island F. Gehn's Age G. Mistakes VII. NECESSARY ODDS AND ENDS A. Copyright Notice B. Credits C. Contact Info D. Version History To jump to a specific section of the guide, use the outline levels that appear in brackets to get there quickly. For Windows users, go to Edit|Find (or type Ctrl+F), type in the outline level in brackets (including the brackets), and hit the Find button and you will jump straight to that section. For example, to jump to the hints section for Jungle Island, type [IV.B] into the Find box. ########## # # ===================================================================== ######## I. INTRODUCTION [I] # # ===================================================================== ########## Welcome to "Riven Solutions"; I hope that you will find this guide useful in your adventure on the Fifth Age. Before starting, however, a little background is in order. Riven is the sequel to the best-selling PC game ever, Myst. It was released in 1997 by Cyan for PC and Mac on five CD-ROMs. Yes, five. Since then, Riven has been re-released in various other formats: on PlayStation, Sega Saturn, and most recently DVD, which gets rid of the annoying disk-swapping. Riven's graphics were vastly improved from Myst, achieving an almost photo-realistic quality that is still impressive. In addition, Riven is a huge game, containing a vast world that dwarfs those of Myst. It also features improved music and video, as well as much tougher puzzles. In my opinion, it was and still is the best game in the Myst series. If you are new to the Myst games, you should be aware of what you are getting into. These games are different from almost all other video games: there are no lives, no monsters, no time limits, and very few items. The focus of Riven is on puzzles and exploration. You find yourself in a place, and your goal is to explore it and find out as much as possible about it. The game is played in first-person perspective, and you simply point and click where you want to go. The idea is to be totally intuitive and to create a totally immersive experience where you act as if you yourself are in Riven. Now, enough about the game, what about this guide? If you play Riven, there is a 99.9999% chance that you will get stuck at least once (probably many more times). Different people handle this situation different ways: some want to find out the answer right away and be done with it, others (such as myself) enjoy the satisfaction of figuring it out for themselves, and so just want a small hint to get them headed in the right direction. This guide is designed to cater to both groups, and below is a breakdown of where you can find the exact level of help you're looking for: I. INTRODUCTION Hello, you're reading it right now! This section gives some general information about Riven, and contains this breakdown of the guide. II. CONTROLS As if you never would have guessed, this section explains the controls for Riven, though if you really need help with them, you should probably just give up right now. III. GENERAL STRATEGIES This section contains some, what do you know?, general strategies and ideas to keep in mind while in Riven. This section contains no actual gameplay information, and will absolutely not even come close to spoiling anything. Everyone should read this section. IV. HINTS This is the section for the people who just want a gentle nudge without giving away the answer. Each puzzle or tough spot in the game will be presented as a question, with an answer consisting of a series of statements that progress from general to specific. However, the answer to a puzzle will not be given. V. WALKTHROUGH The section that comprises the majority of the guide, this section will take you through the game step-by-step in the order that I think makes the most sense. This section will focus on showing the thought processes that lead to discovering puzzle solutions and understanding the story. Be aware, though, that puzzle solutions will be given in this section, so read at your own risk. VI. SOLUTIONS Just like it says, this section gives away all the answers, no ifs, ands, or buts. Each puzzle will be listed, with its solution explained below it. Don't visit this section unless you are totally stumped and just want the answer right now. VII. NECESSARY ODDS AND ENDS Various miscellaneous things that need to be included, namely copyright notice, credits, contact info, and version history. One final note: in sections IV (Hints), V (Walkthrough), and VI (Solutions), I will give instructions as if you are actually on Riven. For example, the guide will read "Open the door" instead of "Click on the door". The reason for this is that the best way to play Riven is to think as if you are really there. (See section III, General Strategies, for more on this.) ######### # # ====================================================================== ####### II. CONTROLS [II] # # ====================================================================== ######### This section could probably be considered unnecessary, since the controls for Riven are designed to be intuitive. However, for completeness, here they are: ____ | \ ******************************************************************** _| \ A. IN-GAME NAVIGATION [II.A] |._______| ******************************************************************** --| \ You interact with Riven through a hand-shaped cursor. The shape of the hand lets you know what action you will perform by clicking at that location. o POINTING HAND WITH THUMB EXTENDED This is the standard cursor that you will see the majority of the time. Use this cursor to move around Riven. Simply point where you want to go, then click. If nothing happens, then you can't go there. o HAND POINTING LEFT OR RIGHT This cursor will usually appear when you move the pointer to the left or right edges of the screen. Clicking will cause you to turn 90 degrees to the left or right. o HAND WITH BENT FINGER In some locations, it is not possible to turn 90 degrees left or right. In such instances, when you move the hand to the edge of the screen it will turn into a hand with a bent finger, like it is pointing over your shoulder. This will turn you 180 degrees. o HAND POINTING UP OR DOWN The up or down pointing hand can have two functions, depending on the context. For some screens, move the hand to the top or bottom of the screen and the up or down pointing hand will appear, meaning you can look up or down. If you are climbing a ladder, however, use the up or down pointing hand to climb up or down. The down-pointing hand will also appear sometimes if you are close up to an object; click it to step back. o OPEN HAND When the open hand appears, it means that you can push, grab, or place your hand on an object, such as a button or a switch. Sometimes, you will need to grab and hold the object (click and hold) at which point the open hand will turn into a grabbing hand. o PICK-UP ITEMS On rare occasions, you will need to pick up an item and drop it. In these instances, once you have picked up the item, the hand will turn into that item. Click again to let go of the item and return to the normal hand cursor. o LIGHTNING BOLT If you have Zip Mode enabled (see next subsection), the hand will turn into a lightning bolt over certain locations. Click the lightning bolt to "zip" directly to that location. o CARRIED ITEMS There are an extremely limited number of items which you can pick up and carry with you throughout the game. When you pick up such an item, it can be accessed by moving the cursor to the black area at the bottom of the screen. Do so, and the available items will appear. Click on one to examine it, then click outside of the item to put it away. ____ | \ ******************************************************************** _| \ B. MENU BAR [II.B] |._______| ******************************************************************** --| \ If you click at the very top of the screen, the menu bar will appear. This subsection describes the various functions and options they provide. o FILE - New... This will return you to the black opening screen with the Riven symbol, where you can start a new game. - Open... This will open a standard Open window where you can select a saved game to open. Note that on the original PC version, to open a saved game you must first start a new game, watch the opening cut scenes, then select File|Open. - Save This will save a previously saved file. If the file has not been saved yet, it will open the Save As window. - Save As... This will open a Save As window where you can name a new file or save a file under a different name. - Exit This will close Riven and return you to the desktop. o TRANSITIONS This menu consists of four options: None, Fastest, Normal, and Best, one of which will be checked (the default is Fastest). This will set the speed of the transitions between screens. With None set, the screens will display instantly, but with the other options, screens will gradually fade into view, and when you turn, the new screen will rotate into view. Best is the slowest option. o OPTIONS - Water Enabled (default: on) This will determine whether the water in certain screens is animated or not. - 640 x 480 Resolution (default: on) If this option is on, then Riven will automatically change your screen resolution to 640 x 480 when you start the game (and reset it when you close the game). If it is off, then Riven will run in your normal screen resolution. If your computer normally runs in a higher resolution, leave this option on. The picture may be a little bit grainy, but otherwise the picture will only take up part of the screen, which isn't nearly as realistic. - Zip Mode (default: off) If this option is on, then the cursor will turn into a lightning bolt when it is over certain spots. Click on these spots to "zip" directly there. This feature can be useful later in the game, but you should leave it off at first, since it's important to pay attention to things along your way. Once you know your way around, however, Zip Mode can be a real time-saver. Note that you can only zip to locations you have already been to. - Ambient Sounds (default: on) This option controls whether the background sounds (typically things like wind blowing, waves breaking, etc.) play. Leave it on unless you have a reason not to. - Setup This option will display the setup screens that appear when you install the game, which allow you to calibrate your system's brightness, contrast, and volume. o HELP - About... This will display a standard About window, mainly consisting of copyrights. - Credits This will play the game credits. But why would you want to watch the credits in the middle of the game? Wait until you beat it, when they'll be much more satisfying. ######### # # ====================================================================== ####### III. GENERAL STRATEGIES [III] # # ====================================================================== ######### These are just some ideas to keep in mind as you play Riven which will help you to do better. This section does not give away the solutions to any specific puzzles, it just gives you some strategies for how to solve puzzles in general. Here, arranged in no particular order, are some general strategies for playing Riven. o THINK LIKE YOU'RE REALLY THERE. By far the biggest strategy for succeeding in all the Myst games. Cyan spent a long time creating a detailed, realistic world, so do them a favor and treat it like one. When you see a building or a piece of machinery, don't think in terms of, "Here's a puzzle I have to get past to beat the level," think in terms of, "What is this thing? Why is it here? How could it work? Why is this important to me?" Try to get out of the mindset of thinking of Riven as a video game and start thinking of it as a real world, and you'll do a lot better. o DON'T GUESS. You will never, ever in Riven have to guess the solution to a puzzle. If you find yourself resorting to trial and error or brute force, you're not doing it right; you're missing a clue. o THINK LOGICALLY. This ties in to the first strategy, to think like you're really there. This is especially important to understanding the story of Riven. If you learn something new, stop and think about how this affects other things you already know. What does it add? Does it change what you thought previously? Can you deduce anything else from this? You will never have to think, "Well, it must be this way because it's a video game." Remember, it's not a video game; YOU'RE REALLY THERE. o ASK "WHY?". This is somewhat of a corollary to the previous strategy, but it too is very important. If, for example, you come across a huge building with gigantic pipes radiating out from its center, don't think, "Wow, that looks really cool," then move on. It's all right to think that, in fact, you will probably come across several really cool-looking places on Riven, but your next thoughts should be "What is this for? Why would this thing be built? Why should I care about it?" o EXPLORE EVERYWHERE. This might sound obvious, but it's in your best interests to try to peer into every nook and cranny. There are several places in Riven where important clues are hidden off the beaten path, so look for any oppurtunity to get off the main trail. This will probably lead to many times when you want to go somewhere and can't, but sometimes you will uncover an important clue just by poking around everywhere you can. Along the same lines, don't forget to look up and down, not just side-to-side. You never know what clues could be above your head or under your feet. o PAY ATTENTION. Another redundant-sounding tip, but there are a number of hidden passages, secret rooms, and important objects that you will have to uncover, and you'll have to keep your eyes peeled to find them. It should be noted that you will never have to go "pixel-hunting" in Riven, but you will have to pay attention to details you might otherwise overlook. As you go down a tunnel, pay attention to the walls, and try turning around a few times: you might see something you would have missed otherwise. Also, if you see something that, though you can't quite tell what it is, just looks a little out of the ordinary, remember it; it's probably important. o LISTEN CAREFULLY. Sound is just important in Riven as sight. Never play Riven with the sound off; you will miss an awful lot by playing the game muted. Plus, the sound and music of Riven really helps to set the mood and draw you into the experience, so there's no reason not to play with the sound on. o MAKE MAPS. This is a very important strategy in Riven. Riven is a massive world with myriad branching and intersecting paths. It's important to make maps not only to keep from getting lost and to remember how to get somewhere, but also to help understand where places are in relation to each other and to gain an understanding of the overall geography of Riven. o TAKE NOTES. When you encounter a puzzle, write down any ideas you have about how to solve it immediately, because you will very likely forget them. When you discover a new building or location, write down your impressions of what it is and what it's for. When you find an important-looking object with symbols or designs on it, copy them down. Doing so will not only save you from having to backtrack because you forgot what that code was, it will also help you form a clearer picture of how everything links together, instead of just being a series of disconnected objects. Writing things down is especially important if there will be significant gaps between when you play, because you will forget a lot and will have to re-figure everything out if you don't write it down the first time. Basically, anytime you find something you think has a chance of being important, write it down! o SAVE. There are two main reasons to save your game often. The first is that it would be a real shame if you were to make lots of progress, then have the game freeze or someone knock the power cord out. The second is that, although Riven does not play like a video game, it is possible to die or otherwise lose in Riven, so make sure to save before you make a major decision. o THINK LIKE YOU'RE REALLY THERE. Yes, it's really that important. ######### # # ====================================================================== ####### IV. HINTS [IV] # # ====================================================================== ######### This section is designed for those who have run up against a puzzle and are stuck, but still want to figure it out for themselves. This section is divided into subsections for each major stage of your journey, and each puzzle in that stage will be presented as a question. Following the question will be a number of statements, questions, or suggestions designed to get you headed in the right direction. They do get more specific as they go down, so read them one at a time, and only as far down as you need. The last hint will usually bring you right up to the answer, leaving only a tiny connection left to be made, and will also serve as a bridge to the next topic, giving you a suggestion of what to do next. If a hint contains a work that is starred, like *this*, then the starred word is the hint. Once you've read a hint that gives you a new insight, go back and try the puzzle again. If you're still stumped, go a little further down the list, or check the walkthrough or solution sections of this guide. ____ | \ ******************************************************************** _| \ A. TEMPLE ISLAND [III.A] |._______| ******************************************************************** --| \ =============================================================================== Q: WHAT AM I SUPPOSED TO BE DOING HERE? =============================================================================== A: Did you listen to what Atrus told you? You sort of have to read between the lines of what he said. When he gives you the hardback book, he says, "You'll need it, I'm afraid, to capture Gehn." Later he says, "Once you've found Catherine, signal me..." So, using this information, you can conclude... Your objectives are to capture Gehn, find Catherine, and signal Atrus. =============================================================================== Q: WHAT SHOULD I MAKE OF WHAT HAPPENED WHEN I LINKED? =============================================================================== A: Use your common sense: what can you learn from how the people behaved when you arrived? What is your impression of the man in the white coat who finds you? He looks rather bored, and his clothing has an official look to it. He looks like he's casually patrolling the area until he sees you. From his language, you know that he's not human. He appears to be a native who's been hired as a guard of some sort. What about the man in black who shoots the guard? Obviously, they're not friends. Does the man in black appear to be dressed normally? Is this how an average person would dress? No, so this person is not an average member of society. Obviously, there is conflict between the guard and the man in black. Since the guard appears to have some sort of official position, what does that say about the man in black? He appears to be opposed to the official establishment the guard works for. That is, he's a guerilla. The rebel set you free, although he also took your hardback book with him. Do you think he is on your side? At least somewhat, because he didn't shoot you and he did let you out. However, you need that book. That means you'll have to find the rebel, or the group he's a part of. Keep your eyes open for any clues regarding the existence of such a rebel group, and what it stands for. =============================================================================== Q: WHO ARE GEHN AND CATHERINE, WHERE IS THIS PLACE, AND WHAT'S IMPORTANT ABOUT THE BOOK THAT WAS STOLEN FROM ME? =============================================================================== A: Atrus would have known that you would have these questions. So, he must have provided you with some way to find answers. Before you linked, he gave you something, then told you, "There is a great deal of history that you must know..." Read the journal Atrus gave you. =============================================================================== Q: WHAT IS THE CONICAL DEVICE NEAR THE LINK SITE? =============================================================================== A: Notice the eyepiece on the side of the device. When you look through the eyepiece, what do you think you are seeing? In other words, what is the device focused on? It appears to be focused on the circular hatch underneath it. You don't know how to open the hatch now. In another vein, can you find the lever and button on the end of the railing? These appear to be controls of some sort, but they don't work. That means they're not receiving any power. Where could their power come from? There's a pipe leading to the device from the cliff wall. Keep this in mind as you continue to explore. =============================================================================== Q: HOW DOES THE GATE ROOM WORK? =============================================================================== A: The gate room is the ornate five-sided room at the top of the hill with large golden beetles mounted on pillars at each corner. Take advantage of the peepholes. Using the peepholes, you can see that sometimes there's a grate on the left, sometimes there's a grate on the right, and sometimes there's no grate at all. The light coming through the grate on the left is brighter than the light coming through the grate on the right. What exactly is it that moves when you press the button? When there's an open door in front of you, press the button and pay close attention to whichever grate is visible. The grate doesn't move, but the wall in front of it does. When you press the button, the room itself rotates, along with the two doorways. The grates are outside the room and do not rotate, they just become blocked by the walls of the room. =============================================================================== Q: HOW DO I OPEN THE GRATES? =============================================================================== A: You know that there are paths behind three of the sides of the gate room: the main entrance (where you are now), the grate to the gold dome, and the grate to the stone room. You can't open either of the grates from any of these three paths? So, could there be other paths around the gate room? Where would these other paths be? Behind the other sides of the gate room. So, you need to rotate the gate room so that one of the doors lines up with one of those sides. Can you rotate the room to connect your location with either of the other sides? No, so you'll have to find another way to access them. It may be helpful to draw a map of the surrounding paths on a piece of paper, then use a smaller piece or other object with the doors marked on it to simulate the gate room. Now you can experiment with rotating the room to see if you can obtain a desired configuration. You know you can't access the other sides from the main entrance, and you can't reach the sides blocked by grates, so that leaves only the two other sides. Can you rotate the room so that the two unexplored sides are connected? Now you still need to reach one of the other sides. Picture the gate room in relation to the surrounding landscape. In what direction to the two unexplored paths head? Could either of these paths be accessible? One leads in the direction of the conical device, but all that's there is a cliff wall. The other leads toward the other side of the hill. Can you find any way to get past the gate? There's no way you can break the lock or find the key. Boy, there sure is a lot of space between the bottom of the gate and the ground. Once you cross the gate room and enter the cave, what do you think the steam valve could control? What would be the effect of turning the valve. Power will be directed to the controls of the conical device, but you still won't be able to do anything else. You should find that the yellow lever on the wall be a lot of help. It opens one of the grates; try rotating the room to find which one. You should be able to take it from here. Once you find the lever to open the other grate, you need to get in a position where you can rotate the room to connect your location with the gold dome bridge. =============================================================================== Q: WHAT SHOULD I DO IN THE GOLD DOME? =============================================================================== A: The first thing is just to look around. When you get outside, look out for two steam pipes. Can you see where the pipes are going? If you ever reach any of those locations, you may want to have power to whatever controls are up there. Go ahead and turn the steam valves to direct the power to the bridges; this will save you time later. That's really all you can do here right now. Just remember everything you saw here in case you return. =============================================================================== Q: WHAT DOES THE CAGE CHAIR DO? =============================================================================== A: Is there anything else whose design seems similar to the chair's? There's a giant cage in the temple that looks like the cage around the chair. One of the levers on the chair causes it to emit a humming sound. Obviously, it's doing something. There's a star-shaped device that hangs down on the cage that has what looks like a microphone in the center. There's obviously a connection between the cage chair and the cage in the temple. Perhaps the chair sends signals of some kind to the temple. =============================================================================== Q: HOW DO I OPEN THE DOOR IN THE TEMPLE? =============================================================================== A: Maybe the mechanism can be found in a control room of some sort. Like the room with the cage chair. There are two display panels on the walls of the cage chair room. One of them is of the temple. There's a lever next to it. =============================================================================== Q: WHAT'S THE POINT OF THE GATE ROOM, GOLD DOME, AND TEMPLE? =============================================================================== A: All these buildings are large, impressive, and except for the gold dome, luxuriously decorated. Remember who is in charge on this Age. From Atrus's journal, you know that Gehn has attempted to rule multiple Ages throughout his life. Then these structures could be meant to establish Gehn's superiority on Riven. Has there been any symbol or design that has appeared prominently in all these structures? Maybe the answer is in the *stars*. If these buildings are meant to honor Gehn, and the same symbol appears in all those buildings, then... ...you could conclude that the star symbol represents Gehn. =============================================================================== Q: WHAT DO THE STRANGE DAGGERS REPRESENT? =============================================================================== A: There are three of these daggers on Temple Island: a giant one next to the linking chamber, a small one jammed in the base of the lever controlling the bars of the linking chamber, and another small one in the base of the gate at the bottom of the hill. The dagger in the linking chamber lever was hammered in there by the rebel who freed you. The style of the dagger seems very different from the ornate star symbol. All this suggests that the dagger is the symbol of the rebels. ____ | \ ******************************************************************** _| \ B. JUNGLE ISLAND [III.B] |._______| ******************************************************************** --| \ =============================================================================== Q: WHAT'S THE SIGNIFICANCE OF THE WOODEN EYE NEAR THE MAG-LEV? =============================================================================== A: The sound it makes as it rotates sounds unusual. It doesn't sound like what you would expect a wooden ball rotating in a clay or stone socket to sound like. It almost sounds like some sort of animal call. And the symbol on the back must be significant in some way, too. This is a complex puzzle that will take a long time to figure out, so the main thing to do right now is to take notes of the sound and symbol on the eye. However, sometimes you can gain new insights by looking at things from a *distance*. The eye is situated directly across from the cave entrance. Try looking back at the eye from inside the cave. Does one particular vantage point show any sort of shape that stands out? The sound the eye made when it rotated sounded very much like an *animal* call. Look for a head, body, and legs in the silhouette. The silhouette seems like it could be of some sort of small reptile or mammal, or maybe even a strange type of frog. =============================================================================== Q: DOES IT MATTER WHETHER I SCARE THE SUNNERS OFF? =============================================================================== A: For reference, the sunners are the strange aquatic creatures you'll see laying on a rock at the bottom of the stairs you reach at the end of the cave from the mag-lev station. And yes, it does matter. Besides, they're so stange and interesting-looking, you surely want to get as close as you can to them. However, they seem to get startled every time you move. If you move while they're moving around, you'll scare them off. If you wait a few seconds, though, they'll settle back down again. Once you get right in front of them, though, they'll swim off regardless. Before they do, though, they'll sound a call. =============================================================================== Q: IS THERE ANYTHING SIGNIFICANT IN THE SUNNERS' LAGOON? =============================================================================== A: Everything on Riven is significant. You can take that as a yes. Don't be afraid to take the road less traveled. Sometimes you have to get off the beaten path. Look around the sunners' rock. Another eye! With a different symbol and sound! The sound also sounds like an animal call, and the symbol you should recognize. It appeared in the center of Gehn's star emblem in the gate room and temple. You still can't really make sense of any of this, but make sure to keep track of all this information and look for connections to things you know. If you looked at the eye in the mag-lev station from a certain spot, the outline of the cave formed a shape. This eye appears to have all the same properties as the last one: same design on front, symbol on back, makes animal sound when rotated. Do you think it may also share the property of having a silhouette nearby? Look at the rocks from the end of the sandbar. Does this shape look vaguely familiar? Can you identify a head, body, and tail? It doesn't appear to have any legs. That rock at the bottom could be interpreted as a fin, though. So, the rocks form the shape of a fish with a small head and a large body with a very high back. You haven't seen this animal personally, but you have seen a representation of it. On *Temple* Island. Remember the statues with offerings in front of them? They were of fish with high backs, just like the rock silhouette. Does that give you any insight into the purpose or meaning of the wooden eyes? Both eyes you've found so far seem to have some kind of connection to native animals. =============================================================================== Q: WHAT SHAPE DOES THE WATER IN THE BASIN FORM? =============================================================================== A: If you've seen the shapes associated with the other eyes, you should have at least a general idea. Both of the other shapes formed the silhouettes of animals. However, the shape of the water doesn't appear to be of any animal you'd normally think of. The other eyes have made sounds similar to animal calls when rotated. What kind of animal would make a sound like what this eye makes? Don't forget that there are many kinds of animals: mammals, birds, fish, amphibians, insects, etc. Try not to let this *bug* you too much. It's an insect with three pairs of legs and a smooth, domed back. It's a beetle. =============================================================================== Q: WHAT HAPPENED IN THE DRY AREA IN FRONT OF THE JUNGLE? =============================================================================== A: What's it look like happened? The area is completely dry, is littered with tree stumps, and there's an axe stuck in one of the stumps. It seems pretty obvious that lots of trees have been chopped down here. Why were they chopped down, you ask? A very good question. One that you should try to find an answer for as you continue exploring. By the way, is there any wildlife in the logged area? It appears to consist mainly of insects. The majority are just swarming flies and gnats, but there's a large beetle on the doorpost leading into the jungle. Depending on how many wooden eyes you've found, the beetle may or may not be significant to you. Regardless, its gold color is certainly fascinating. You should try to get a closer look at it. =============================================================================== Q: IS THERE ANYTHING SIGNIFICANT IN THE JUNGLE? =============================================================================== A: Yes, besides the idol and the various plants, animals and fungi. For one, there's another giant knife. It sure would be nice to get close to one of those things. However, the path doesn't seem to lead by it. This is another one of those times where you have to take the road less traveled. Look for a dirt trail on the ground, near some glowing blue fungus. If you've already visited the sunners, you should recognize the sound this eye makes. Once you've both seen the sunners and found the eye, what connection do you find between them? It was given away two lines above this one. So, what do you think the wooden eyes represent? All of them have made an animal call, and several have had an animal silhouette associated with them. Now you have connected this eye with a specific animal call. Therefore, could this eye be associated with the sunners? This is by no means for sure, but it seems like a logical guess for now. That would mean that the other eyes are each associated with a specific animal. You may not know what animals those are yet, but keep an eye out for animals that may be associated with the other eyes. =============================================================================== Q: HEY! WHY'D THAT GUY SOUND AN ALARM WHEN I APPROACHED THE VILLAGE? =============================================================================== A: Apparently you're not very welcome in the village. This could be either because Gehn has ordered it, or the villagers decided on it. Either way, it looks like they're not going to interact with you one way or the other. =============================================================================== Q: WHAT'S GOING ON WITH THE WATER IN THE LAKE? =============================================================================== A: If you look at the lake, you'll see that there are several patches where the water appears different. Look carefully, and you'll see that there is actually a hole in the water at those spots. The water just stops around these areas, forming a cylindrical opening down to the bottom of the lake! Obviously, water on Riven has some properties that are very different from back on Earth. =============================================================================== Q: HOW DO I USE THE METAL POD? =============================================================================== A: If you climb in the pod, you'll find a seat with several controls, but none of them work. If you pull the lever next to the pod, it will descend down tracks on the side of the cliff. Maybe you should try to reach the pod at the bottom of the cliff. Obviously, you can't climb down the cliff. You'll have to find a different path to the bottom of the cliff. It's possible you've already been here. Make sure to completely explore every path. This is where making a map comes in handy. When you find the pod again, it will be sitting in one of the holes in the water, and appears ready to travel along the underwater tracks. If you're having trouble finding the pod, it's at the end of the path if you go down the stairs you reach at the end of the cave from the mag-lev. =============================================================================== Q: AAAARRGH! I CAN'T REACH ANY OF THE LADDERS FROM THE UNDERWATER CAR! =============================================================================== A: Yes, this is frustrating. Just try to stay under *control*. Obviously, not all the ladders are inaccessible, since you used one to get in the car the first time. Maybe at least one other one is also accessible. It's very useful to make a map here, because it's extremely easy to get completely lost under the lake. There is one other ladder you can reach. When you find it, you'll reach a control room with five levers. Two of the levers are up, and the rest are down. What could the levers control? How many ladders are there? How many of them are extended? The control room provides a view of the locations accessible from the underwater car, which are accessed via *ladders*. There are two *ladders* currently extended, out of five total. You reached this room by climbing up a tall *ladder*. =============================================================================== Q: WHAT CAN I LEARN IN THE SCHOOL? =============================================================================== A: What, besides reading, writing, and arithmetic? :) For one thing, there's a message from someone important in the circular cage at the front. That cage shape should look familiar. If you had to guess, who would you say the person in the message is? It's someone *very* important. However, there is more to learn here. There's a device on a table near the door that appears to be a simple game. Since it's in a school, this game must have more than recreational value. When you turn the base, a symbol appears, and one of the men is lowered a certain number of times. If the goal of the game is to keep your man alive, obviously you would want it to be only get lowered a small number of times. And there must be some way that the game tells you how many times the man will be lowered. What do you think tells the players how many times their man will be lowered? On Earth, things of this sort are often determined by rolling a die. The random symbol that appears seems to be this game's equivalent of a die. And on a die, each side contains a certain number of dots, which represents a certain number. So by analogy, the symbols that appear at the base of the game represent... ...a certain number. And since the symbol determines how many times the man falls, you can determine the value of the symbol by... ...counting how many times the man falls when that symbol appears. Since the writing on the blackboards is D'ni, it would make sense to assume that these are D'ni numbers. By counting the number of times the man falls when a particular symbol appears, you can learn the D'ni numbers 1 through 10. =============================================================================== Q: CAN I DO ANYTHING ON THE FLOATING PLATFORM? =============================================================================== A: Not really, except for try to figure out what it's for. You can pull a handle hanging from the top of the platform. Try and make sense of what happens when you pull the handle. What could that be used for? Based on the ornateness of the structure, it looks like this was designed by Gehn, not the villagers. So far, the evidence has not suggested that Gehn was a kind ruler. So you wouldn't expect this platform to be a token of kindness or generosity. You may feel something ram the platform from underneath. There's a creature in the water underneath the platform! If you've been to the school, this may make a little bit more sense. In the school game, men were lowered head-first down to a waiting wahrk. With that picture in mind, pull the handle again. =============================================================================== Q: WHAT CAN I LEARN FROM THE WOODEN EYES? =============================================================================== A: Now would be a good time to synthesize what you've learned so far. Your major accomplishments on this island have been discovering the wooden eyes and learning D'ni numbers. All together, you should have found four wooden eyes. Do you think there may be any other eyes remaining? What number has figured prominently throughout Riven so far? Gehn has a five-pointed star emblem, he refers to Riven as "the Fifth Age", there were five pipes leading out of the gold dome... For each eye you found, they made an animal call when rotated, had a symbol on the back, and for all but one, had an associated animal silhouette. For some of the eyes, you should be able to associate the sound and/or shape with a specific animal. Do the symbols on the backs of the eye have any new meaning than they did when you arrived? Compare them with the D'ni numbers you learned in the schoolhouse. So, it appears that each eye has a specific Rivenese animal and D'ni number associated with it. Based on the eyes you've found, what number do you suspect will be on the back of the fifth eye? Who do you think designed these eyes? The design of these eyes are rather crude and some aspects of them are very subtle. Everything related to Gehn has been big, fancy, and obvious. So it appears that Gehn is not responsible for these eyes. Who does that leave? Remember that there is a rebel group on Riven. Since they're not from Gehn, it appears that the eyes are being left by the rebels. However, you don't know what their purpose is in doing so. =============================================================================== Q: OK, I'VE EXPLORED EVERYWHERE ON JUNGLE ISLAND. NOW WHAT? =============================================================================== A: That means you're probably ready to visit another island now. However, the only mag-lev you've found is the one that goes back to Temple Island. That means you'll have to find an alternate form of transportation. A less luxurious form of transportation. In the logged area, you probably found a cart that was on a track leading underground. Since that appears to be the only way off this island, you don't have any other choice. ____ | \ ******************************************************************** _| \ C. BOOK ASSEMBLY ISLAND [III.C] |._______| ******************************************************************** --| \ =============================================================================== Q: WHAT IN THE WORLD HAPPENED DURING THE CART RIDE? =============================================================================== A: You started out going through a tunnel in the rock, then all of a sudden you were underwater. However, you obviously didn't drown, nor are you even wet. So, the water never actually touched you. Remember the holes in the water in the village lake? This is the same kind of thing. You traveled through a "tunnel" in the water. Of course, you still have no idea how this is even possible, but it apparently is. =============================================================================== Q: HOW DO I GET INSIDE THE BOILER? =============================================================================== A: The door is locked for good reason. The door looks built to withstand very harsh conditions, which apparently occur inside the boiler. Take a look through the window in the side of the building and you'll see why the door is locked. It appears that the door won't open for you until conditions are safe inside. There's a variety of controls around the window, so see if you can make the boiler safe to enter. You may be able to turn off the heat, but none of the other controls work. That's not good, because with the heat off, the door will open, but inside is just a pool of water. You'll need to get rid of the water if you want to see what's inside the boiler. That means you'll need to power the other controls. Any idea where a nearby power source could be? There are four pipes coming out of a bollard in the center of the lake... Now only one of the two remaining controls will work. The other one isn't getting any power, apparently. Try following the steam pipe from its source in the lake. Or, try the reverse: follow the pipe leading out of the control you want to use. You'll find that the steam pipe splits into two. You'll have to direct the power to the appropriate control before that control will work. You need to turn off the heat, drain the water, and raise the grate. =============================================================================== Q: HOW DOES THE METAL DEVICE IN THE CAVE WORK? =============================================================================== A: What impression do you get of the device? Play around with it a little bit. What do you think is supposed to go in the central indentation? What do you think the brown pellet is? What happens when you touch the metal plate? So, you have a device that holds a small pellet of food, but snaps shut as soon as any pressure is put on the plate. It sounds like the device is a trap. Unfortunately, it's not in position to trap anything right now. And the lever that apparently lowers the trap isn't working. So far, what has been the main reason why something doesn't work on Riven? It's not usually that the device is broken, it's just not powered. Is there any indication of what the lever's power source might be? There's a metal pipe running into it. Where do you think that pipe comes from? It would obviously have to come from the power source. What has been the power source so far on this island? The lever is powered by one of the pipes from the stone bollard in the center of the lake. Once the lever is powered, you just have to set the trap up correctly, then lower it. For the trap to work, it needs to be baited, and it needs to be open. Once it's lowered, you just have to be patient. Once the trap makes a catch, the frog's call should be familiar. Remember, on Jungle Island you deduced that each wooden eye corresponds to an animal. You weren't able to match all of the eyes with an animal, though. Does the frog's call correspond to the sounds made by any of the wooden eyes? You now know that that wooden eye corresponds to the frog. =============================================================================== Q: I CAN'T FIND ANYWHERE ELSE TO GO! =============================================================================== A: Gehn can be very sneaky about hiding his secrets. There is another path; in fact, you've probably walked right past it several times. On the path from the drainage pipe to the balcony, you could look down on the entire lake and beach, so you know there's nowhere to go there. There's also no other paths leading off of the cave walkway. However, you have probably caught a few glimpses of another path along the cliffs. This path must begin somewhere near the balcony. But here is no way to reach this path from the beach, the cave, or the balcony. So it must be somewhere near the balcony and the cave, but not in either one. Remember that one of the best strategies on Riven is to look in every nook and cranny, peer into every corner, and open every *door*. The path can be reached from the balcony double doors. Sometimes things can be made clear by seeing them from a new perspective. It's like how reporters always try to get the *other side* of the story. You can look at the doors either from the balcony or from inside the cave. When you reached the balcony the first time, the doors were closed. Then you opened them. When you exited the cave, you saw the doors open from inside the cave. So you've seen the doors both open and shut from the balcony, but only open from inside the cave. From what perspective have you not yet seen the doors? This puzzle is really an open and *shut* case. =============================================================================== Q: CAN I DO ANYTHING WITH THE SPINNING DOME? =============================================================================== A: Not from right here. But that doesn't mean you can't from somewhere else. Study the walls closely. There's a small lens in the wall at the end of the walkway. That means there's something behind the wall. But there doesn't seem to be any way to reach it. However, you know that just because it doesn't look like there's a way, that there isn't a way. Just think about how you found the dome in first place: the trick with the double doors. "Fool me once, shame on me. Fool me twice..." Yes, Gehn used the same trick again. Now, the viewing scope seems pretty simple. There's got to be a certain time when you're supposed to push the button. Any idea which instant could be the correct one? The scope is focused on the symbols printed on the dome. The time to press the button is when a certain symbol is being displayed. Does one symbol stand out from the rest? When you hit the button at the right time, you'll get the *gold*. What's that behind the glass? It almost looks like a book. There's no way you'll be able to guess the combination. You'll have to wait until later. =============================================================================== Q: HOW DO I GET INSIDE THE GLASS BUILDING? =============================================================================== A: Since the door doesn't appear to be an option, you'll have to find an alternate route. And don't plan on it being a luxurious one. You've already ridden a cart through the ocean and crawled through a drainage pipe. Can you see anything that leads into the building? Maybe you can't see a way, but perhaps you'll hear an audio clue. Do you hear an out-of-the-ordinary sound on the path between the cave and the building? Can you recognize the sound? The sound seems to be loudest near a lever next to the path. Maybe the cables leading out of the lever will give a clue as to the source of the sound and the purpose of the lever. One end of the cable disappears into the rock, and the other intersects with a large metal shaft that enters the building. What could be the purpose of the metal shaft? Ventilation, perhaps? Where do you think the other end of the ventilation shaft is? Think about what direction the pipe is headed in, and about the sound. The sound comes from the fan above the frog trap. What do you think you're doing when you pull the lever? Since the sound stops, that means the fan is no longer spinning. The ventilation shaft leads from the frog trap to the building. =============================================================================== Q: HOW DO I GET INTO THE GOLD DOME? =============================================================================== A: If the lever to lower the walkway doesn't work, that means it's not powered. Can you see where its power source is? Do you recognize that location? You should have visited it some time ago. The power source is one of the steam pipes on the path outside the gold dome. You'll have to ride the cart back to Jungle Island, then take the mag-lev to Temple Island. =============================================================================== Q: WHAT CAN I DO WHEN I RETURN TO THE GOLD DOME? =============================================================================== A: First off, turn the wheel to connect the Book Assembly and Temple Island entrances. There's another door leading to a walkway, but it has a gap in it. When you raise the missing piece, does it look familiar? What about the button? What spot are you above? Where did the missing piece come from? You're above part of the lower gold dome path. So, the missing walkway piece came from one spot on the gold dome path. Now that piece is up here. Meaning it is no longer down there. When you explored the lower path the first time, you may have noticed a button next to the walkway piece. The button had a similar design to the button that raised the missing piece. It didn't do anything before, but now the walkway piece has been raised. So, maybe you should see what's underneath the walkway piece. Finally, do you remember the lever next to the gate room side 3 entrance that raised the bridge? Before, you couldn't see where the bridge went. Is that possible now? If you could get back to the gate room, you could go up the raised bridge. You now have another way to reach the gate room from the gold dome. Use the walkway that had the gap in it. =============================================================================== Q: WHAT IS THE GIANT MACHINE AT THE TOP OF THE GOLD DOME? =============================================================================== A: Whatever it is, it sure looks powerful. It should be fairly obvious how the puzzle works: the marbles must be placed in the correct spots on the grid. There's no way you could guess the solution. You don't know the solution to this puzzle now. As for what the purpose of the machine is: you know the gold dome was built by Gehn. So if anyone knows what this thing is for, it would be Gehn. Look for clues in Gehn's lab journal. =============================================================================== Q: WHERE'S THE MAG-LEV CALL BUTTON? =============================================================================== A: This mag-lev is obviously designed to be easily accessible from Gehn's lab. So Gehn would probably put the button somewhere convenient, somewhere on the way. The call button is next to the front door. ____ | \ ******************************************************************** _| \ D. SURVEY ISLAND [III.D] |._______| ******************************************************************** --| \ =============================================================================== Q: WHAT DO THE STRANGELY SHAPED PLATEAUS REPRESENT? =============================================================================== A: Hopefully, the shapes of the plateaus will seem at least vaguely familiar. If you've been making maps, this may be a little bit easier. What happens when you push one of the brass buttons? Can you make out any recognizable features in the water shapes? For the square in the upper-left, you should be able to recognize a tall ring of water in the center. For the irregular shape in the center-left, you should see two separate mounds of water. You could almost call them "mountains" or "hills" of water. As you continue for the other plateaus, you'll notice that they all have a somewhat... geographical feel. The answer is visible on the horizon. The plateaus approximate the shape and geography of the islands of Riven. Each plateau represents an island of Riven. =============================================================================== Q: HOW DO I STOP THE SPINNING DOME? =============================================================================== A: You should have already encountered at least one spinning dome by now, so you should realize that something is out of the ordinary here. Think about how the scope works. The dome stops when you press the button at the same time the gold symbol appears. Whether the scope is pointed at the dome or not has nothing to do with it. You have to push the button when the symbol appears, but you can't tell when that is. So you'll just have to push the button as fast as you can until you hit it at the right time. If you want to know the gold symbol on the dome, you'll have to determine it directly. You'll have to try to figure out what it is by watching it as it spins by. =============================================================================== Q: CAN I GET INSIDE THE FLOATING RED STRUCTURE? =============================================================================== A: Yes. There must be controls somewhere that would allow access to the structure. Such as levers, buttons, switches, etc. Have you found any controls on this island so far? There's only one set. And they're nearby. It may not be obvious at first that these controls control the floating structure. That's because they actually control two things. If you figure this out, you deserve a *brass* trophy. Don't let this puzzle allow your progress to *plateau*. =============================================================================== Q: WHAT AM I SUPPOSED TO DO IN THE MAP ROOM? =============================================================================== A: Believe it or not, this is actually one of the most significant locations on Riven, so it's important that you understand it well. To start off, think about how the process is set up. The map room displays highly detailed topographical maps of each island, with a grid system superimposed over them. That means the maps could be used to identify the location of something, utilizing the grids. Also, you can only view one island at a time. Is there any significance in that? If the maps are used to record the locations of specific objects, then perhaps it's an object that appears on each island. In other words, the map room is used to pinpoint the location of an object that appears on every island. Now, to determine what that object is. Think about where you have seen these patterns of squares before. It was on Temple Island... They appeared on a plaque in the gold dome. What is the purpose of the gold dome? You learned it in Gehn's lab journal... To power the fire-marbles (spinning domes). OK, so you're looking for something that appears on every island. Those islands are represented by patterns of squares, which also appeared inside the gold dome. The purpose of the gold dome is to power the spinning domes. island symbols --> gold dome --> spinning domes If A = B and B = C, then... Think about all the spinning domes you've seen. There's been one on every island you've visited so far. The purpose of the map room is to record the locations of the spinning domes. A hint on the Book Assembly Island dome: the dome is directly beneath a hole in the ceiling. For the fifth island, which you haven't visited, you'll have to guess where you think the dome is. =============================================================================== Q: WHY DO I NEED THIS INFORMATION FROM THE MAP ROOM? =============================================================================== A: This room gives the locations of the spinning domes on Riven. The spinning domes receive their power from the gold dome. Think about the grid design the map room uses; is it familiar? Imagine that you put all the islands together, like the brass buttons outside. You would have a large square made up of twenty-five smaller squares, with each small square further divided into twenty-five pieces. A dome location would be one of those smallest pieces. Does this sound at all familiar? If you've been to the top level of the gold dome, it should. Picture the grid underneath the machine on top of the gold dome, and compare it with the description just given of the mag grids. The locations of the spinning domes are the solutions to the grid puzzle. =============================================================================== Q: HOW DO I GET TO THE OTHER SIDE OF THE MAG-LEV STATION? =============================================================================== A: You may need to *sit down* and think about this one. Think what structures are present that you could use to cross the gap. A bridge would be the easiest such structure, but there isn't one. Or is there? There's only one thing between the two sides of the station. The mag-lev. But the mag-lev only has one door. Oh well, it looks like you'll just have to leave this island. If you were to do that, what steps would you follow? You would get in, turn the car around, then leave. Anything significant in that? You may need to *turn* this around in your mind. [OUT-OF-RIVEN NOTE: from "Official Riven: The Sequel to Myst Hints and Solutions"] =============================================================================== Q: WHAT CAN I LEARN FROM THE LEFT DISPLAY IN THE GIANT CAVE? =============================================================================== A: This display has two buttons on either side of a display screen. The left button shows a woman walking around inside a room. You've never seen this woman before; nor have you been in this room. Why would Gehn want to spy on this woman? There are several possibilities: the woman is important to Gehn and he wants to keep an eye on her, the room is important to Gehn, or Gehn is a peeping Tom. The room doesn't seem all that extraordinary, and this majestic cave seems like a strange place to carry out the third option, so assume the first. What women on Riven can you think of that Gehn would be particularly interested in? Remember, Gehn is Atrus's father. You were sent to rescue Atrus's wife, Catherine. You certainly haven't proven it, but it's possible that this woman is Catherine. Moving to the right button, after using the tabs to rotate the display, you should recognize the images you're seeing. It's the village on Jungle Island. Perhaps you can even remember where the camera is located. Gehn apparently uses this to spy on his people, but what else can you learn from this display? Does the view from one particular direction stand out? Does anything appear a little bit out of the ordinary? In one of the views, you may see something reminiscent of the silhouettes you saw near the wooden eyes. This particular view faces the entrance to the village. Has Gehn mentioned this location before? In a note next to his lab journal, he said he found a wooden eye there. Every wooden eye except one has had an animal silhouette associated with it. Could this be another animal silhouette? If so, of what animal? In the village, you may have noticed fish with large triangular fins hanging outside some of the huts. This silhouette could be of those fish. How does this discovery help you? On Jungle Island, you found a total of four wooden eyes. Nothing on Riven has come in fours. The village entrance is the location of the fifth wooden eye. =============================================================================== Q: WHAT CAN I LEARN FROM THE RIGHT DISPLAY IN THE GIANT CAVE? =============================================================================== A: This display has six buttons surrounding the display, each with a different symbol on them. Some of these symbols should be familiar. They are the symbols that appear on the spinning domes. When you press the button surrounded by the pentagonal wire, a colored light appears in the display. Each symbol has a different color. dome --> symbol --> color If A = B and B = C, then... Each symbol represents a color. Each symbol is also associated with a spinning dome. Therefore, you can conclude that each spinning dome has a particular color associated with it. Can you think of a reason why the domes would need a color? Think about what you learned on the surface of this island. In the map room. You learned that the locations of the spinning domes are the solutions to the grid puzzle. But there is more to the grid puzzle than that. To solve the grid puzzle, you need not only the locations of each marble, but which *color* marble goes in each location. The symbols tell you which color marble to use for each dome. You haven't seen the symbols on all the domes yet, and one of the lights is broken, so you won't be able to create a complete list of colors and domes. =============================================================================== Q: WHERE DO I GO NOW? =============================================================================== A: There's no point in going back the way you came; you want to go somewhere new. Have you found another way to leave this island? If you followed the scribe, you saw that he ran into a mag-lev station. That's a different station from the one you arrived in. ____ | \ ******************************************************************** _| \ E. THE MOIETY [III.E] |._______| ******************************************************************** --| \ =============================================================================== Q: HOW DO I OPEN THE WAHRK IDOL? =============================================================================== A: Pay attention to your surroundings when you open the idol from the inside. Look carefully and you'll see the *light*. Don't worry, you're on the right *path*. Look at the lamps that flank the end of the path. There's a pin on top of one of them that you can pull up to open the idol. =============================================================================== Q: WHAT'S THE POINT OF THE SKULL THRONE? =============================================================================== A: Make sure you try both levers. OK, so you closed the opening in the middle of the floating platform. So what? From this perspective, you have a good view of the top of the platform. You can see a plank leading from the top of the platform to a walkway on the cliff. Perhaps you should try to reach that walkway. Which means that you'll have to get to the top of the floating platform. That definitely wasn't possible before, but now you've changed something. Perhaps you should see if there's any way for you to reach the top of the platform now. =============================================================================== Q: WHAT CAN I DO ON THE FLOATING PLATFORM? =============================================================================== A: You should have already closed the central hole, meaning you can now stand in the center of the platform. If you've been here before, remember that there's a handle you can pull. Think about what you need to do: get to the top of the platform. Can the bar help you do that? Hopefully, you've got a good grip... =============================================================================== Q: WHERE DID THE PRISONER GO? =============================================================================== A: Well, he can't have gone through the door, because you were watching it the whole time. That means there must be another way out of the cell. Obviously, it's hidden. There must be some sort of switch or other mechanism to reveal the hidden entrance. Where could something like that be hidden? There's not much in the cell, but you've got to investigate anything that stands out. Remember, this is a secret exit, so the controls for it are going to be hidden where someone wouldn't normally think to look. This can be a rather *draining* experience. Don't be afraid to get your hands dirty. =============================================================================== Q: WHAT'S IN THE SECRET CAVE? =============================================================================== A: More than just a dead end. Pay attention to details. Is there anything at all at the end of the cave? No matter how insignificant it may appear? There's a ball on the end of a stick mounted on the wall. What could that be for? There's only one way to find out. Does this *illuminate* your situation any? Light can reveal things you may have missed in the darkness. Once you've made it back to the entrance, what do you think you should do? You've now gone backwards through the tunnel, turning on lights as you go. Maybe you should see what exactly it is you've lit up. Go back through the tunnel, now that you can see what's in it. =============================================================================== Q: WHAT IS THE SOLUTION TO THE ANIMAL STONES PUZZLE? =============================================================================== A: Just to make you feel a little bit better, this is the second-hardest puzzle you will encounter on Riven, so don't feel bad if you have trouble with it. This is obviously a rebel, or Moiety, chamber, and it contains stones marked with animals. What have you encountered in Riven that had to do with the Moiety and animals? Do you recognize any of the animals? Picture it in your mind's *eye*. You should have learned that the wooden eyes are associated with animals and have been placed by the rebels. Now, how can you use the wooden eyes to solve this puzzle? Think about all the information associated with the wooden eyes. Each eye made a sound when rotated and had a D'ni number on the back. Most of the eyes also had an animal silhouette associated with them. How do these pieces of information relate to the puzzle? To solve the puzzle, you need to know which animal stones to push, and in what order. The sounds and silhouettes tell you which animal, and the number tells you what order. If you don't remember the information contained in each eye, you may need to revisit them. The following clues will help you determine which animal is associated with each wooden eye. MAG-LEV STATION o This eye made a high-pitched chirping and clicking sound. o Its silhouette can be viewed from partway up the stairs inside the cave. o The silhouette resembles a four-legged, crouching creature. o You saw this creature later. o Don't get *caught in the trap* of not being able to figure this one out. SUNNERS' LAGOON o This eye made a long, low, mourning call similar to a whale call. o Its silhouette can be viewed by standing back from the the rock. o The silhouette resembles a fish with a high, arched back. o You've seen this representations of this animal many times before. o It was only recently that you saw one face to face. o When you figure this one out, it will feel like *colored lights* are going off in your brain. DRY BASIN o This eye makes a buzzing, clicking sound. o Its silhouette can be viewed by letting water flow into the pool. o The silhouette resembles an insect with a high, rounded back. o Depending on how close attention you paid, you may or may not have seen this animal in person. o However, you've definitely seen a representation of it. o Don't be open up the *gates* of your mind and *rotate* things around as you consider them. JUNGLE KNIFE o This eye makes a wheezing, snorting sound. o It does not have a silhouette. o You should have seen this creature and heard this sound, however. o Sometimes going to the *beach* can help you relax. o Make sure not to scare them off. GEHN'S LAB o This is the trickiest eye to figure out. o It is out of its socket, so there is no sound or silhouette immediately associated with it. All you know is its number. o Actually, there is a silhouette associated with this eye. o However, the silhouette cannot be viewed from Gehn's lab. o It can be viewed from where the eye was originally placed, before Gehn found it. o The eye was originally located in the village entrance. o But, the silhouette cannot be viewed from any of the paths in the village. o Is there anywhere else where you were able to get a different vantage point of the village? o It's not on Jungle Island. o Some of this seems like you're doing *surveillance*. o If only you had a *camera* that could take a picture of the solution. o The silhouette can be viewed from the survey room. =============================================================================== Q: WHY DID THEY SHOOT ME? =============================================================================== A: You are very mysterious. All they know about you is that you linked to Riven with what looked like a Linking Book. You, meanwhile, have found their *secret* passage, reached their *secret* chamber, and figured out the *secret* combination to reach their *secret* Age. The rebels don't know if you're on their side or not, and you just managed to infiltrate their secret base. =============================================================================== Q: HOW DO I GET OUT OF THE MOIETY AGE? =============================================================================== A: You can't get out by yourself. You'll need help. Until help arrives, though, you might as well look around. You can't open the door, but you can at least look out and see what the inside of the hive looks like. Look around your cell, then look through the door. When you return to the room, a woman will enter your cell and leave some things for you. When you're done looking at them, she'll return and give you a Linking Book. ____ | \ ******************************************************************** _| \ F. GEHN AND CATHERINE [III.F] |._______| ******************************************************************** --| \ =============================================================================== Q: HOW DO I OPEN THE GOLD INNER DOMES? =============================================================================== A: This refers to the slider combination on the gold inner domes that are revealed after using the scope to roll away the spinning outer dome. Gehn built these domes. He would have had to write the combination down somewhere. The combination can be found in his lab journal on Book Assembly Island. Unfortunately, you don't know all of those numbers. You'll have to figure out what they mean. The only numbers you know are 1 thorugh 10. Maybe you can deduce some pattersn from those numbers that you can extend to learn the other numbers. Try arranging the the D'ni numbers for 1 through 5 on one row, then arrange 6 through 10 underneath them. What similarities and differences do you see between 1-4 and 6-9? 6-9 are the same as 1-4, except that they have a horizontal line through them. Or, equivalently, they are the numbers 1-4 combined with the number 5. So, 6-9 are formed by combining the symbol for 5 with the symbols for 1-4. Now look at the D'ni number 10. What other number is it most closely related to? It's most similar to the D'ni number 2. Specifically, what is the difference between 2 and 10? A 10 is a 2 rotated 90 degrees. Now look at the number 5 again. Could 5 be seen as another number rotated 90 degrees? A 5 is a 1 rotated 90 degrees. So, a 5 is a 1 rotated 90 degrees. A 10 is a 2 rotated 90 degrees. 6-9 are formed by combining a 5 (rotated 1) with 1-4. How do you think 11-14 would be found? Following the pattern, you would combine a 10 with 1-4. You now have the D'ni numbers for 1-14. What about 15? 5 = rotated 1 10 = rotated 2 15 = ??? =============================================================================== Q: WHY DOESN'T THE LINKING BOOK WORK? =============================================================================== A: What does it usually mean on Riven if something doesn't work? Usually, that has meant that something isn't powered. So, the domes are not powered. What is the power source for the spinning domes? If anyone knows the answer to this, it would be Gehn. He explains the power source of the spinning domes, or fire-marbles, in his lab journal. What inside the gold dome could be the control to power the gold dome? It would need to provide a large amount of power, and be designed so that only Gehn would know how to turn it on. Inside the dome, all five pipes originate from a structure on the ceiling in the center of the dome. What is directly above that structure? The control to power the fire-marbles is on top of the gold dome. =============================================================================== Q: WHAT IS THE SOLUTION TO THE GRID PUZZLE? =============================================================================== A: This is the toughest puzzle you will encounter on Riven, so don't feel bad if you have trouble with it. Look at the grid. It's divided into twenty-five large squares, but some of the lines between the large squares are thicker than others. These thick lines divide the grid into five shapes. Where do you recognize these shapes from? You should have seen them most recently on Survey Island. What do these shapes represent? These shapes were an important part of entering and using the map room. What did you do in the map room? What was the purpose of it? If you don't know or don't remember, see the hints in the Survey Island section. Now that you know where the marbles go, you need to determine which color goes in each spot. Also note that there are six marbles, but you will only use five. You need to determine which color is associated with each dome. Where did you see something that could connect colors with the domes? It was also on Survey Island. One of the displays in the survey room contained a series of buttons with circular symbols on them, and each button turned on a colored light. If you don't know or don't remember what the purpose of these lights were, see the hints in the Survey Island section. Now you have the colors associated with each symbol. All you have to do is associate each symbol with a specific dome. You should be able to learn the color for the domes on Temple, Jungle, and Survey Islands, since you know both the dome's symbol and that symbol's color. The light for Book Assembly Island's symbol was broken, though. But, you know the color associated with every other symbol. So you can assume the color associated with Book Assembly Island's symbol is the only remaining "unassigned" color. You should now have two remaining symbols and colors and one remaining island, the fifth island. Since you haven't been there, you have no idea what its symbol is. That means you'll have to guess. If it doesn't work the first time, switch the fifth island's marble with the other choice and try again. If it doesn't work the second time, you have something wrong. You'll know when it works. =============================================================================== Q: WHERE SHOULD I GO AFTER GEHN LEAVES? =============================================================================== A: Well, Gehn grants you access to all five islands of Riven. All *five* islands. How many islands have you visited so far? It should be fairly obvious where you should go. =============================================================================== Q: WHY DID CATHERINE ACT SO STRANGELY? =============================================================================== A: Because you have seen her prison before. You saw Catherine in her prison from a distant location. It was in Gehn's survey room. *Gehn's* survey room. Do you think he trusts you to not visit Catherine when he knows that's what you were sent here to do and after he's given you free access to her? Gehn was watching Catherine from the survey room. Catherine was trying to help you without making Gehn suspicious of either of you. =============================================================================== Q: HOW DO I TRAP GEHN? =============================================================================== A: This is the reason you were sent to Riven, so it's important that you don't mess it up. However, you seem to be in a no-win situation. If you use the Book, you will be trapped. If you don't use the Book, Gehn will become suspicious of it. However, there doesn't appear to be a third option. You have to do one of those two things. Think through what the consequences would be of both choices. Not using the Book is fairly straightforward: Gehn will become convinced that the Book is a trap and will refuse to use it. Now think about what would happen if you were to use the Book. If you're not sure, check Atrus's journal. Imagine the scenario described in Atrus's journal applied to your situation. First, you use the Book, and become trapped. Now, what would Gehn think after that happens? Why does Gehn want you to use the Book first? So that he can tell whether you believe the Book to be safe or not. So, what would Gehn think about the Book if you used it? Gehn would think that the Book was safe. What would Gehn do then, based on that conclusion? You should now have enough information to make the correct decision. =============================================================================== Q: HOW DO I FREE CATHERINE? =============================================================================== A: Catherine told you that the combination is in Gehn's office. That does not mean Gehn's lab on Book Assembly Island. You will have to trap Gehn first. Once you've trapped Gehn, you'll have to explore carefully. The combination is not in a likely location. Make sure to look through Gehn's personal effects. Don't forget to play with any gadgets you find. The combination plays when you open the spherical device on Gehn's nightstand. =============================================================================== Q: HOW DO I OPEN THE FISSURE? =============================================================================== A: As you can now see, the Fissure is covered with thick metal plating. It would make sense to focus your efforts of the weakest point of the plating. There is one location where the covering over the Fissure is thinner than anywhere else. There's a hatch underneath the conical device. Do you know the combination for the hatch? It's in Catherine's journal. Now all you need to do is break the glass. What is a convenient device that could accomplish that job for you? There's a large, heavy telescope right above the glass. Is there any way to move the telescope? There's a button and a lever on the metal rail in front of the telescope. If nothing happens, then the telescope is not powered. If it's not powered, you'll need to turn the steam valve in side 2 of the gate room. The telescope won't lower any more once it is just above the glass. You're trying to do something Gehn wanted very much to avoid. He probably would have built some kind of safety features into the telescope. Catherine's journal provides some details about the telescope structure. She describes the location of a safety pin that keeps the telescope from being lowered too far. SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ######### # # ====================================================================== ####### V. WALKTHROUGH [V] # # ====================================================================== ######### This section is just what it sounds like: it will walk you through the game from beginning to end. It is important to note that there is no set order in which to explore Riven, and the one presented here is only one of many. However, the order you choose will affect how and when you learn certain important pieces of information, so you may learn some things sooner or later than they are learned by following this walkthrough. Also, this section places particular emphasis on explaining the logic and rationale behind making your decisions. You may find this section useful if you want to find out why a particular puzzle is solved a certain way, but be aware that solutions to puzzles will be given in this section. If you want to get headed in the right direction with a puzzle, but don't want the answer, see section [IV], Hints. ____ | \ ******************************************************************** _| \ A. TEMPLE ISLAND [V.A] |._______| ******************************************************************** --| \ =============================================================================== 1. Atrus's Request [V.A.1] =============================================================================== It has been some time since you found Atrus's Myst Book and inadvertently linked to Myst, where you learned how his sons, Sirrus and Achenar, had destroyed most of the Ages he had created. Eventually you found Atrus, trapped in a chamber in the Age of D'ni. His sons had trapped him there, and you set him free. He was very thankful, but hardly enjoyed his freedom, since he continued to write in a huge Book on his desk. His wife, Catherine, had been tricked into linking there by Sirrus and Achenar, and was currently being held hostage. As a reward for freeing him, Atrus gave you free access to all of his remaining Ages, and you have enjoyed your explorations greatly. However, Atrus mentioned that he was fighting a foe "greater than Sirrus or Achenar could possibly imagine" and that he may need your help at some point in the future. As you link to D'ni and see Atrus sitting at the desk, writing in his huge volume, you can sense that now is the time Atrus warned you of. Atrus will look up from his writing and breath a sigh of relief, then say, "Thank God you've returned. I need your help." When you step up to him, he will continue, saying, "There is a great deal of history that you must know, but I am afraid that I must continue my writing." With that, he'll reach into the pocket of his coat and hand you a small book. "Here. Most of what you'll need to know is in there. Keep it well hidden." Next, he will reach down beneath his desk and pick up a thicker, hardback book, and stare at it for a moment. Then he'll say, "For reasons you'll discover, I can't send you to Riven with a way out. But I can give you this. It appears to be a Linking Book, back here to D'ni, but it's actually a one-man prison." As he hands you the Book, he'll tell you that "You'll need it, I'm afraid, to capture Gehn." After that, he'll instruct you, "Once you've found Catherine, signal me, and I'll come with a Linking Book to bring us back." With that, he will close the huge Book on his desk, pick it up, and open it to the first page, staring at it. Finally, he will tell you, "There's also a chance, if this all goes well, that I might be able to get you back to the place that you came from," as he turns the Book around to face you, revealing a moving image on the right-hand page. However, this image is not clear like the other Books you have encountered, but blurry, so you can't tell what the Age looks like. However, you reach out your hand, touch the image, and link to the Age of Riven. =============================================================================== 2. A New World [V.A.2] =============================================================================== As soon as you complete the link to Riven, iron bars will spring up in front of your face. You will be standing in a very small chamber, and you can only see directly in front of you. Your view consists of a flat space in front of you with rock cliffs to the left and ahead. A strange machine, like a metal cone with the point facing down, is visible to the left. In front of the cliff in front of you, a lever is set in the ground. You only have a few seconds to take all this in before you will hear a sound of footsteps coming from the right. A man wearing a dirty white uniform coat will walk into your view, and will casually look around, though he won't see you yet. He has tanned skin and shoulder-length black hair, and appears to be some sort of guard or security officer, as he glances around the area. He seems very laid-back however, as if he's bored with his job. When he finally does see you, though, he will start, then attempt to speak to you in an alien language. He seems pretty impressed with you at first. Then he'll try to tell you something, which of course you don't understand. He will try again, and will make a gesture of you giving something to him. Next he will approach you, repeating one phrase over and over and gesturing for you to give him something. Finally, he will into the chamber and wrest the Prison Book Atrus gave you from your grasp! After taking it, he will open the Book and become fascinated with the moving image inside. He will continue to stare at the image until, all of a sudden, you'll hear a sound of something whizzing through the air, and the guard will slap the back of his neck, shot by a blow dart! He'll stagger around for a moment, dropping the Book, then fall face down, with only his legs visible. Soon, you'll hear someone else (presumably the one who fired the shot) approach the guard and drag him away. Finally, after dragging the guard out of your field of vision, the culprit will appear. He is wearing all black save a red sash across his chest, along with a pair of goggles and a blow gun hanging from his back. He will pick up the Prison Book, then pull the lever in front of the cliff, which will cause the bars in front of you to lower, then hammer something into the base of the lever before running off. Now, you are finally free to explore this place. First, though, you need to make sense of what you just witnessed. The person who took your Prison Book appeared to be a guard of some kind. However, the one who killed him, and who now has your Prison Book, acted like some sort of guerrilla or rebel. Perhaps the journal Atrus gave you will yield some clues as to what is going on here. Take it out and read through it carefully. So that's what Atrus had been doing all that time in D'ni: trying to save the Age of Riven. Apparently it was written by his father, Gehn, but the Age produced was unstable. Atrus has been able to hold it together for the past 30 years, but, at the start of the journal, the "tremors" that marked its decay have returned. With Atrus's revisions, though, the Age has settled down, and he has been able to think once more of returning to Riven to rescue his wife, Catherine, who is originally from Riven. His concern, however, is that he won't be able to rescue her and evacuate the natives if Gehn is still around. Gehn, according to Atrus's journal, was bent on restoring the lost D'ni civilization, though attempts ruined the cultures of many other Ages. Gehn must have done some fairly horrendous things on these Ages, since Atrus became so convinced that Gehn must be stopped that Atrus trapped Gehn on Riven (or "the Fifth Age, as Gehn calls it)! The last Linking Book out of Riven was lost in the "Star Fissure" when Atrus escaped to Myst: the same Book that you found 30 years later and used to free Atrus! However, Atrus did not intend to make the inhabitants of Riven suffer under Gehn, though apparently that is what has happened. Finally, Atrus comes upon a solution to deal with his father and yet not punish the natives: a Prison Book. You experienced these Books first-hand on Myst Island as the Red and Blue Books that contained Sirrus and Achenar; it is a Book that traps whoever uses it in the void within the link, effectively trapping them "between" the Ages. They can only escape if someone else uses the Book, trapping them and releasing the first person. Atrus feels that a Prison Book appearing to link to D'ni would be the perfect trap for his father. However, Atrus doesn't get a chance to implement his rescue plans because the tremors have returned, forcing him to devote all of his attention to stabilizing the Age. He now realizes that there is no chance of the island recovering; he can only hope to delay its collapse long enough to be able to stage a rescue operation. It is in the midst of this that, in the entry dated 87.7.13, Atrus describes how you finally made contact with him and freed him from his prison on D'ni. He immediately realizes that you would allow him to continue to work on Riven while you, armed with a Prison Book, went in search of Catherine. He reasons that you would not need a real Linking Book, because if you could find a way to signal him, he could come with a Linking Book and bring you back. This would also eliminate the risk of Gehn finding the real Book and escaping from Riven. That is obviously what Atrus has done. You have been sent to Riven with a journal and a Prison Book to accomplish three goals: first, to trap Gehn; second, to rescue Catherine and evacuate the natives; and finally, to signal Atrus to come rescue you. Unfortunately, your Prison Book has been stolen, so you are already at a disadvantage. You will need to find that Book before you can complete any of your goals. That means you need to track down the mysterious person who took your Prison Book. You've got your work cut out for you. However, now that you know the background and how you currently stand, it's time to start finding out what's happening on the Age of Riven. =============================================================================== 3. The Gate Room [V.A.3] =============================================================================== Step out of the tiny chamber you were trapped in, then turn around to look at it. The structure stands near the edge of a cliff which steeply descends to the blue ocean beyond. Next to the chamber, a huge black knife stands with its point buried in the ground. The knife is made of a hard, black, stone, is over ten feet tall, and consists of a strange circular handle with a long, triangular blade. You can also see that this island is part of an archipelago, as you can see another island in the distance, with pairs of cables weaving their way across the ocean from it, possibly part of a transportation system. There is also another, more distant island visible on the horizon to the right. Directly across from the linking chamber is a rock wall, with the lever that lowered the bars on the ground in front of the wall. The person who freed you smashed something into the base of the lever before he left. If you examine it, you'll see that it is a smaller version of the knife next to the chamber, which prevents the lever from operating. Perhaps this rebel uses the knife as his/her symbol. To the right of the rock wall, a staircase climbs up to a bridge over a narrow ridge, leading to another part of the island. To the left, though, is the strange apparatus you could see from the linking chamber. Approach the device, and you'll notice that it appears to be some sort of viewing device, focused on a hatch on the ground below. If you look through the eyepiece, though, all you'll be able to see is a white blur. The hatch below the device is locked by five buttons, and obviously pressing the correct buttons in sequence will unlock the hatch. There is a lever and button on a pipe attached to the machine, but they are inoperative, suggesting that the device is unpowered. The pipe extruding from the wall to the right could be the source of the device's power, but there's nothing you can do with it now. Your only option appears to be to climb the stairs. Before you do, though, look over the edge of the cliff at the base of the stairs. You'll see the guard lying unconscious on the ground below. You still need to find that strange person who rescued you, then stole your Prison Book. At the top of the staircase you are presented with three choices: an ornately decorated room inside the rock to the left, another staircase descending to the other side of the hill straight ahead, and a bridge leading across to another rocky hill on the other end of the island to the right. Since you have no way of knowing which location it would be best to explore first, just work from left to right, meaning you should begin with the ornate room to the left. In order to enter the luxurious room, you must first pass through a small antechamber, with a red button on the wall to the right. It looks tempting, but you should probably explore the room before you start pushing buttons. The room is shaped like a pentagon, and on the floor is an intricate star design. At the star's center is a symbol like a square with a line cutting it in half horizontally; it looks like the letter H. The only other door in the room is on the far-left wall, but it is blocked by a grate containing the same star emblem. Look through the grate, however, and you will see a bridge leading to a huge golden dome with a thin vertical opening cut through its center. The dome looks very impressive, and it is obviously important, so you definitely need to find a way open the grate. Before you get to that, however, examine the pillars at the corners of the room. They each have a large golden model of a beetle mounted on them, with a ring extending from the bottom of each beetle. Pull the ring and the beetle's wings will open, revealing an eyehole. Looking into the eyehole will reveal an image similar to a stained-glass window, and they are very informative. Starting to the left of the entrance and moving clockwise, the first shows an elderly man with a halo writing in a book, while fish, insects, plants, stars, people, animals, suns, and moons stream out from his pen: it appears to represent someone writing an Age. The second depicts the same figure rising into the air, while below, others bow down and worship him. The third should be easy to decipher: the same figure, holding fire in one hand and a star in the other, watches as a small person and a book fall into a starry expanse. This must represent Atrus falling into the Fissure, along with his Myst Book, the one you later found. The fourth consists of five men dressed in white, like overseers or advisors, while beneath them others build, pass out papers to children, learn to fight, draw up plans with strange symbols on the wall, and pick up paper falling from a tree stripped of its bark. The final picture shows a hand with a star emblem, the same emblem as on the floor, holding a book, while around the hand are tree stumps, a machine grinding up the trees, a strange building, and five people bowing down to the book. Though most of the images seem rather cryptic right now, the fact that the same elderly figure appears in all five depictions must be significant. The figure appears to be worshipped as some sort of deity. Could this figure be Gehn? Is he so controlling that he makes the Rivenese worship him as a god? If so, it's easy to see why Atrus would want him trapped. By now, you are probably itching to press that red button, so return to the antechamber and do so. Whatever you may have expected to happen when you press the red button, it probably wasn't what will actually happen. Press the button, and with a loud grinding noise, the entire room will begin to rotate clockwise! When it stops, the doorway will have been replaced with a small stone alcove. Step into the alcove and look through the peephole that's placed there. You'll see that the grate which was on the left has moved to the right, and that it's now blocking a much darker passage. What is going on here? Press the button again and the room will rotate again, causing another alcove to appear. Looking through the second alcove, you'll see that the grate has now moved back to the left, blocking the bridge to the gold dome again! Upon pressing the button a third time, another door will rotate in front of you, except that now the grate is on the far right wall, blocking entry into a small room with another door on its far side. When you return and press the button for a fourth time, pay close attention to the grate in the far right wall. When the room rotates, the door in front of the grate will move, but the grate will stay in place! When the rotation is complete, no grates or doors will be visible through the alcove, and a fifth press will return the room to its original layout. You need to figure out what's going on here. The room has five walls, and it took five rotations for it to rotate a full 360 degrees, so the room rotated by one wall each time you pressed the red button. When the room rotated, however, you could see that the grate did not move, only the doorway in front of it. This means that the actual room only has two doors, but that there are passages behind at least least three of the walls (your current location, the gold dome behind the far-left grate,and the room behind the far-right grate). For example, when you pressed the button for the first time, the doorway you were in front of moved in front of the passage to the left, while the door that was in front of the golden dome's grate moved to reveal the other grate on the right. Since you know that there are passages behind three of the five walls, you can speculate that there are also passages behind the other two. That means that this "gate room" (since it seems to serve as a gateway to various locations on this island), is set up like the diagram below. In order to help identify which side is which, numbers have been assigned to each side. Gold Dome 3 4 #### ################# #### KEY ##### ######___###### ##### . rotation button ###### ### / \ ### ###### == grate #######==\/ \ ==####### #######\ \ \ ####### ##### / \ \ ##### ####/ \#### ####\ /#### #####\ /##### ### \ / ### 2 ##\____| |____/## 5 ############| |############ ############# .############# ############# ############# ############# ############# 1 Main Entrance Unfortunately, both the sides which can be reached from the main entrance (side 1) are blocked by grates, so you're going to need to find another entrance to this room from a different side, meaning sides 2 or 5. Side 2 would be to your left, which is where you just came from, and there wasn't anything over there. That leaves side 5, to your right, where a staircase leads down to the other side of the hill. It looks like it's time to see what's down there. On reaching the bottom of the stairs you'll find a small flat space that drops down to the ocean on two sides and has the rock wall on the left. Leading into the wall is a tunnel, but it is blocked by a locked wooden gate. If you look at the gate carefully, though, you'll notice something near its base. Stoop down to inspect it and you'll see that it's another small knife, like the one hammered into the linking chamber lever. While looking at it, you should also notice that there's actually quite a bit of space between the bottom of the gate and the ground, enough for you to crawl through! Do so, and after passing through the short, dimly lit tunnel, you'll be confronted with one of the gate room's alcoves. You've found another entrance into the room, but unfortunately there's no rotation button, meaning you'll have to rotate the room from the main entrance, then enter through the cave passage. Return to the main entrance, side 1, and study the diagram of the gate room. You need to rotate the room so that you can access side 2, the only other side you haven't seen, from side 5. Rotating the room twice would line up sides 5 and 3, but that won't help, since the grate at side 3 is still down. Another rotation will align sides 1 and 4, and a fourth turn will connect sides 5 and 2, which is what you want. That said, rotate the gate room four times, aligning the cave passage (side 5) with side 2. Return to the lower ledge and crawl under the gate to access side 5, and this time there should be an open door leading into the gate room waiting for you. The other door should be across from you, leading into a small cave. The cave ends at a small chamber in which two pipes run out of a metal hemisphere on the ground. It is obviously a source of hot steam, because that's what's shooting into the air out of one of the pipes, which is pointed straight up through an opening in the ceiling. The other pipe runs into the cave wall, and you can direct the flow of the steam using a valve mounted at the pipes' intersection. Above the valve is a symbol that looks a lot like the metal cone outside. This must be the power source for the cone, so go ahead and turn the valve to direct the steam through the other pipe, which should send power to the device. However, since you still don't have any way of opening the hatch underneath the cone-shaped device, there's no need to return to it immediately. As you return to the gate room, you'll notice two things on the wall next to the door. To the right is a red rotation button, and a yellow lever is mounted to the left of the door. Raise the lever, and you'll hear a sound of something else being raised in the gate room: could it be one of the grates? There's only one way to find out: you need to access sides 3 and 4. You can't access side 3 from this position, but you can reach side 4, so rotate the room twice to connect your side with side 4. Sure enough, the grate which was blocking it has been lifted, and you can cross the gate room and enter the room behind it. At this point, the gate room will look like this: Gold Dome 3 4 #### ################# #### KEY ##### ######___###### ##### . rotation button ###### ### / \ ### ###### + grate lever #######==#/ \/ ####### == grate ####### / / /####### ##### / / \ ##### ####/ \#### ####\/ /#### ####/ / /##### ### +./ / ### Power 2 ##\_____________/## 5 Cave Controls ############# ############# Passage ############# .############# ############# ############# ############# ############# 1 Main Entrance You'll find that side 4 consists only of a small stone chamber with a thick, securely locked, door at the far end and no way to open it. There is however, another grate lever and another rotation button. Raise the yellow lever to remove the grate blocking the gold dome, then rotate the room twice to allow yourself to return to the main entrance at side 1. Now you have a complete picture of the gate room and the passages it connects to. Another two rotations, and the main entrance will once again be connected to the gold dome, but this time, there is no grate to block your progress. Exit the gate room and step out onto the bridge leading across to the colossal dome, noting the rotation button on the right-hand wall as you do so. Now you have a complete picture of the gate room: Gold Dome Locked Door 3 4 #### ################# #### KEY ##### ######___###### ##### . rotation button ###### .### / \ ###+.###### + grate lever ####### \/ \# ####### == grate #######\ \ \ ####### ##### / \ \ ##### ####/ \#### ####\ /#### #####\ /##### ### +.\ / ### Power 2 ##\____| |____/## 5 Cave Controls ############| |############ Passage ############# .############# ############# ############# ############# ############# 1 Main Entrance =============================================================================== 4. The Gold Dome [V.A.4] =============================================================================== As you approach the entrance into the huge dome, you'll be able to see that the dome is not actually made of gold, but is simply gold-painted bricks. Economical, but still impressive nonetheless. At the end of the bridge, a doorway leads into the dome. Inside is a single cavernous space, with hot boiling water at the bottom and a large machine hanging from the center of the flat metal ceiling. Out of this central device five huge pipes radiate, passing out of the dome in all directions. As you enter the dome, you will pass a lever on the wall to your left. If you try to pull it, though, you'll find that it is inoperative. The bridge connects to a catwalk inside the dome which encircles half of its circumference. You can also see another catwalk to the right, but it is not connected to yours. A wheel at the end of the second catwalk would appear to be able to connect the walkways, but there's no way toreach it now. You can see doorways leading onto the second catwalk, though, so there must be another way into the dome. When you reach the corner at which the catwalk turns to follow the curve of the dome, you will notice a plaque set on the railing. It is a diagram of the dome, showing the two catwalks and the central station with the five pipes radiating out of it, each pipe ending at a different arrangement of small squares. These square shapes are the same as the ones you saw in one of the gate room pictures. You can extrapolate from this diagram that the purpose of this dome is to transport something, probably steam power from the boiling water, to five different locations, represented by the squares. It must be a lot of power, too, judging by the size of the dome and of the pipes. Well, now it's time to explore the golden dome. Follow the catwalk as it curves to the left, and it will soon descend until it is just above the water level. The catwalk ends at another door, directly across from where you entered, though at a lower level. The door leads outside to a path that continues circling the dome. From this path, you can clearly see a fourth island across the ocean, with a long bridge extending from it, connecting to this island. Soon, a short path will branch off to the left, with a steam pipe at its end. The steam pipe is similar to the one you accessed from the gate room, except that the icon above the switch resembles a bridge or pathway being raised and lowered. The pipe leads off to the left, and if you follow it, you'll see that it connects to a raised portion of the bridge from the other island. Well, there's no point in letting that steam go to waste. Turn the switch to send the steam down the pipe. Now, if you ever reach that bridge, you won‘t have to come all the way back here to turn on the power. Continue down the main path again, and soon you'll see something very unusual: atop a small rocky hill to the left of the path, a small metal dome is spinning. What its purpose is you can't tell, and there doesn't seem to be any way to reach it from here, although you can see a staircase approaching it. A short distance later, the path will enter a cave, but the walkway directly in front of the cave looks different: there's a metal plate, with a track running up the rock wall to a walkway directly above, which is missing a small segment. There is also a metal circle on the rock wall where it looks like a button should be, but there isn't. Another curious location, but you will have to leave this mystery for later and go through the cave. The cave is fairly straight, and when you exit it, the path will lead onto a short, dead-end walkway with another steam pipe. This pipe also displays the same bridge icon that was on the last one, and its pipe reaches up to a bridge almost directly above you. Since you have made almost a full circle around the dome, half inside and half outside, the bridge this pipe reaches may be the one you entered by, in which case it may have something to do with the lever by the entrance. Since it certainly can't hurt anything, go ahead and turn the valve. Since the path ends here, why don't you backtrack and see if directing the steam through the pipe had any effect on the lever by the entrance? When you reach the entrance, pull the black lever by the door, and the end of the bridge in front of you will slowly rise above your head, transforming into a staircase up to another part of the dome! However, you now have no way to get out of the dome. Pull the lever back to lower the bridge so you can cross back to the gate room. From this initial visit to the gold dome, you can tell that there is definitely still much to be discovered here, such as the second catwalk, the bridge/staircase, the spinning dome, and a second entrance, not to mention the purpose of the gold dome. unfortunately, you can't access any of those areas yet. For now, though, there's still more of this island to be explored: you have not yet crossed the bridge across from the gate room. =============================================================================== 5. Across the Bridge [V.A.5] =============================================================================== After exiting the gate room and returning to the four-way intersection at the top of the stairs, head in the only direction you haven't explored yet: the bridge. It leads across a ridge to a large, rocky hill, and the bridge leads into a cave in the side of the hill. Enter the cave, and after descending a few steps, you'll come to a metal door on the left. Open the door, and it will lead into a room containing a large chair which is surrounded by a circular cage of thin metal struts, like a spherical birdcage. As soon as you step into the room, the struts will rise, allowing access to the chair. Sit down in the large, imposing chair, and you'll notice two controls, one on each arm of the chair. First try the button on the right; it will cause the metal cage to lower around you. You'll also notice a star-shaped device with an instrument that looks like a microphone hanging in front of your face. Pull the lever on the left, and a small humming noise will begin to emanate from the chair. Obviously, something is happening, but what? Perhaps you'll be able to find some answers farther down the tunnel. Press the button to raise the bars, but before you leave, notice two circular displays on either side of the room. The one on the left displays a gold-colored room with a large door on one wall, and there's a lever next to the display. You probably should not pull the lever yet, having no idea what it will do. The right-hand display shows a pair of cables extending from a stone pillar, with a short staircase in front of the cables. Perhaps this is the end of one of those pairs of cables you saw in the ocean. This display, however, has no levers next to it. After seeing the display, exit the room and continue to the left down the main tunnel. It will eventually come to an end in front of a thick, rough-hewn stone door. Pull it open, and you will step into a remarkable room. The room is large and rectangular, with a stone-flagged floor, pillars along the walls, and a large, locked door set in one wall. On the opposite wall is a giant spherical cage, identical to the one surrounding the chair in the other room, except that it is much larger. The entire room is lit by a golden light shining through an intricate stained-glass window behind the cage. The design on the window is a complex star design, similar to the design on the floor of the gate room. As you explore the room, you'll see that on either side of the cage are statues of strange, fish-like creatures. The creatures resemble large, narrow fish with tall humps on their back and tusks extending from either side of their mouths. Each creature is wearing a star emblem (which you've now seen several times) above their heads, and offerings of fruit and flowers are laying on the floor around them. The creatures look rather menacing and violent, and if the offerings around them are any indication, are revered by someone. In fact, the statues appear to be idols. However, don't know if these creatures are real or only mythical, like the unicorn or the phoenix. One more piece of information about these creatures: though you will learn this later, for clarity and convenience, the creatures are called wahrks. From the wahrk idols, the richly decorated surfaces, and the solemn mood in the room, the room appears to be a temple, and it would make sense to name this island Temple Island. The main object of the temple is the huge cage at the end of the room, which is remarkably similar to the cage surrounding the chair down the passage. Perhaps you should revisit that room and see if you can deduce any connections between the two rooms. Besides that, there doesn't appear to be any way to open the huge door, so you don't have any choice but to backtrack. Actually finding the door you came in through is a bit of a challenge. It is designed to blend in with the walls, and is recessed between two of the pillars along the left-hand wall. This door was not meant to be visible; you came in through a secret entrance. Once you find the door, return to the room containing the cage chair. Sit back down in the chair, then press the button to activate the humming sound. That, along with the microphone in front of you, and the same cage appearing in the temple, should suggest that this chair is some sort of broadcast center. It is likely that right now your face is being projected in the huge cage in the temple. If this is Gehn's doing, it adds to the case that he sees himself as a god, or at least wants the Rivenese to treat him like one. Why else would he project his own face into a huge, elaborate temple? Now you are beginning to see why this man's rule of Riven needs to stop. The evidence also suggests that Gehn has adopted the complex star design as his symbol, since it has appeared all over Temple Island, every time in relation to him. Get out of the chair and examine the left display again, which you now know displays a bird's-eye view of the temple. Since you have no other option now, pull the lever next to the display, and you will see the door of the temple open, allowing light to flood in from outside. Go back to the temple and exit by way of the newly-opened door. After climbing down a short staircase, you will emerge on a ledge, with the ocean on two sides and protected by cliffs on the other two. The only thing here is what you saw in the other display by the cage chair: a stone pillar, from which extend a pair of cables a few feet apart, which continue away from the island, zigzagging across the ocean to another island. In front of the pillar is a short staircase. This must be the boarding station for some sort of inter-island transportation system. There is no transport waiting for you, but there is a metal pole with a blue button on top. Press the button, which will make a "clunk" sound, and you'll see a small car making its way across the cables from the far island, which will soon pull up in front of you, its door lowering to form a staircase. The car must run on some sort of magnetic levitation system, since no part of it, not even the engines above, actually touch the cables. Before you board the car, though, stop and think about what you've learned so far. You've discovered that Gehn forces the people of Riven to revere him as a god, and that Gehn has adopted a decorated five-pointed star as his emblem. You've also seen evidence that there are some who are rebelling against Ghen's rule, and they seem to use a dagger as their symbol. It was a member of this group that freed you, then stole your Prison Book. You don't know why they would choose to help you, but you are going to have to find them if you want to get your Prison Book back. Overall, you have learned a good deal about the situation on Riven and the personality of Gehn, but there is certainly still much more to be discovered. Now, board the mag-lev (you've got to call it something) and sit down in the single chair. The controls appear to be very simple. Turn the handle 180° to the right, and mag-lev will turn around, so that it is facing the track over the ocean. Once you are ready to go, push the handle forward, and hold on tight! The car will slowly ease itself out of the "station", but don't get lulled into a false sense of security, because once clear the car will rapidly accelerate, diving and swooping across the ocean! The mag-lev will cross the distance between the far island rather quickly, and will slowly pull to a stop at another station. You now have another island to explore. ____ | \ ******************************************************************** _| \ B. JUNGLE ISLAND [V.B] |._______| ******************************************************************** --| \ =============================================================================== 1. Three Wooden Eyes [V.B.1] =============================================================================== Step out of the mag-lev and examine your surroundings. This area appears to be a station of sorts, with an open area to the left of the car and stone cliffs surrounding all sides of the area except for the ocean behind you. The only way leading out is a cave in the far-left wall. As you approach the cave, though, you'll notice something unusual on the cliff wall behind the mag-lev station. Walk over to it, and you'll see that it is a wooden sphere embedded in the rock, with an ornate eye painted on it. Touch the eye and you'll find that it will rotate easily in its socket. As it does so, it will emit a strange chirping, clicking sound. You'll also notice that it has a strange symbol drawn on its backside, which looks like a K inside of a box. What could be the purpose of this eye? Hopefully you'll be able to find some clues on this island. As you pass through the cave entrance, you may note that it is irregularly shaped, and if you turn back to look at it after going a little way up the steps inside, you'll see something unusual. The walls of the cave, if you look carefully, appear to form the shape of a crouching animal: it could be some sort of frog, although it‘s impossible to tell for sure. What's more, the wooden eye, when viewed from this vantage point, appears in the spot the creature's actual eye would be! Also, now that you think about it, the sound the eye made could be interpreted as a kind of high-pitched croaking, like what a small frog might make. But even if all this conjecture and speculation is correct, what purpose does the symbol serve? And, perhaps most importantly, what's the point of it all? What is the purpose of this eye, and how is it related to the animal shape? It looks like more investigation will be required to unravel this. After making the discovery of the wooden eye, turn and continue up the steps as they ascend and bend to the right. At the top of the steps, you'll exit the cave and the path will intersect with a staircase, heading down to your left and up to your right. Also, at the top of the steps is another blue mag-lev button, which must be the call button for the mag-lev you just rode. The staircase presents you with a choice between left (down) and right (up). Since neither way seems obviously superior to the other, use your left-to-right strategy and head down the stairs, which have been built in a narrow gap between cliffs on either side. As you approach the bottom of the stairs, you will see that they lead toward a small inlet or lagoon from the ocean, and that on a rock in the center of this lagoon lie two creatures. They seem a bit like dinosaurs, with their long necks, faces, and bodies. Their flippers and baleen are more suggestive of whales, though. In any case, they don't look violent, and appear to be content to just lie on their rock and bask in the sun, so you may as well call them sunners. As you get near them, though, you will startle them, and they will lift their heads in alarm. There's no need to scare them off, so simply stand still until they settle back down, then take another step towards them. You really should try to examine these magnificent animals as closely as you can, so keep stepping forward, stopping when they raise their heads, then moving forward again once they‘ve relaxed. Once you reach the bottom and the path turns to the right, leave the path and climb down the rocks onto the beach so you can get right up next to them. However, this will be as close as you can get to them, because one of the sunners will give out a deep wheezing, snorting sound, and when you turn to move they will both slide off their rock and gracefully slip into the ocean. Even though the sunners have gone, you can still explore their lagoon. As you walk around the side of their rock, you'll be able to see another wooden eye embedded in it! Walk up to the eye by crossing a narrow sandbar, and when you rotate this eye, it will make a different sound: a high-pitched moaning sound, like a sad whale call. Also, the symbol on the back of this eye looks like an H inside of a box; in fact, it's the same symbol that was in the center of Gehn's star emblem! These symbols on the backs of the eyes, especially this one, must have some special significance. Before you return to the path, check to see if there is an animal shape associated with this eye, like the shape of the cave entrance was with the first eye. Return to the beach and look at the rocks again, and they will seem to form the shape of a fish! Specifically, the shape of the rocks will be very reminiscent of the wahrks in the temple! The outline of the rocks form a small head, a tall back, and finally a pointed tail, with the eye positioned on the animal's head. Could this eye represent the wahrk, or is it related to the sunners that bask here? Or is it something else altogether? And how is this eye related to the one by the mag-lev? These wooden eyes are still a mystery, but hopefully you'll be able to learn more about them as you continue exploring the island. In the meantime, climb back onto the path and follow it as it hugs the cliff wall, then leads through a giant tree and into a short cave. Once you reach the exit to the cave, a siren will start wailing! You can see a watch tower of sorts outside, with a man inside turning a handle, which is causing a siren on top to sound. Apparently you've been spotted, and wherever it is you're headed, you are not very welcome there. Once the man stops turning the siren and waving for people to get away, go ahead and step out onto the wooden platform. It doesn't look like anyone is going to arrest you, they're just going to stay away from you. As you walk out on the elevated path, you'll see that you are on the edge of a ring of cliffs encircling a large lake. The strange thing about the lake, though, is that something is wrong with the water. It's hard to tell exactly what, since you're so far away from it, but something is different about several patches of water throughout the lake. Hopefully you'll be able to get closer to the lake so you can see exactly what the anomaly is. A short distance away to the left, you can see the top of a tall, rocky plateau. There is some sort of metal cone sitting on it, as well as a circular, metal contraption of some kind that is sitting on a metal platform hanging off the edge of the ledge. Behind this plateau, you can see a few spherical buildings made out of clay or dried mud, apparently, which are built on the side of the cliff. This area must be a Rivenese village, and the siren was warning the villagers to stay away from you. Unfortunately, it seems you've come in through the "back door," of the village, so you may not be able to reach the main village from here. From this vantage point, you can also observe an unusual structure floating on the surface of the lake some distance away, though you can't begin to imagine what it's for. Now that you've gotten a sense of your surroundings, climb down the ladder at the end of the wooden platform. The ladder climbs down to a small ledge on the side of the cliff, still some distance above the water. On this ledge is a circular basin, except that the bottom of it is not smooth, but contains all kinds of ridges and valleys. Also, a third wooden eye is nestled in the bottom of the basin! Rolling this eye will produce a buzzing sound, followed by a few small "clicks." It sounds similar to the sound a large insect would make. The symbol on this eye's backside is similar to a D in a box. This is the third eye that you've found so far. Obviously, they must mean something. If each of these eyes has some sort of animal connected with them, as it seems right now, then this eye must be associated with some kind of buzzing insect. Before you leave the basin, turn the petcock located on the rim of the basin. When you turn the valve, a small amount of water will trickle into the basin from a small pipe on the side. Once all the water has run into the basin, you'll notice that the water forms a shape in the ridges of the basin. If you look at the shape with the mindset of trying to find an insect, which is your current hunch, you can make out the shape of a beetle with a large, rounded back, and the wooden eye at the front! So far, your animal theory has held up, though it is still just a theory. Having made this discovery, you'll see that there is another ladder on the other side of the ledge, which leads down even further. Climb down this ladder and you will land on another wooden walkway, this one just above the water's surface. The walkway leads into a tunnel in the base of the cliff that the strange metal machine was on. The tunnel is very short; it bends to the right, then comes to an end at the water's edge, where a short metal platform extends over... what in the world? Right there in front of you, where you can plainly see it with your own eyes, is a hole in the water. That's right: a hole in the water. The water just stops, leaving a roughly cylindrical opening in the lake, and the short platform extends over it, with a ladder leading down into it. Looking through the hole, you can see metal rails running along the bottom of the lake. Thinking about your relative position, you are now directly above the metal contraption at the top of the plateau. If the device were lowered down the side of the cliff, it would land inside the hole. Could the device at the top of the plateau be designed to run along the tracks on the bottom of the lake? Perhaps, but you're not going to be able to find out by following this path, because this is the end of the line. In fact, you're going to backtrack all the way past the sunners' lagoon to the staircase in order to find anywhere new to explore. Perhaps you can find another way to the village from there. Turn and head back the way you came, up the ladders, through the cave, across the lagoon, and up the stairs, and as you walk, try to figure out how the water can form walls and holes like the Red Sea did for Moses! =============================================================================== 2. The Jungle [V.B.2] =============================================================================== Once you've retraced your steps through the tunnel, past the sunners' lagoon, and back up the steps, you'll be ready to continue your explorations. At the top of the steps, you'll find a wooden bridge that crosses a large canyon, and there is a giant blade stuck into the side of the cliff to the left. It's clearly different from the knife on Temple Island, and seems almost like Gehn's reaction to the Temple Island knife, which seems to be associated with the rebels. Once you reach the far side of the bridge, you'll emerge in a dry, sunlit area that has recently been the site of a logging operation. Dozens of tree stumps litter the area, and one large stump still has an ax stuck in it. Just ahead, on the other side of the logged area, you can see a dense forest, and it appears that this area used to be part of that forest. The path branches out here, though, into three separate paths. As always, start left and work to the right. The left-hand path passes through a wooden gate and a short cave, out onto a wooden walkway inside a deep cleft. Here you'll encounter another watch tower, identical to the first one, and another guard will sound the alarm. The path continues straight ahead into a cave, and a second path joins it from another wooden gate to the right. You can see that behind the gate is a jungle full of trees and foliage. This is probably the same area that the other gate in the dry area leads to. In fact, this gate and the one in the dry are may be at the ends of the same path, so you should probably go back to the dry area and investigate the right-hand path before leaving this area behind. Return to the logged area and go down the other path. Here, a third path branches off, but you can clearly see that it dead-ends at a square hole in the ground, so go ahead and investigate it. The hole contains a cart on a track that leads underground. A lever on the wall will apparently start the cart moving. Since this is obviously a form of transportation, you should probably save this path for last, and explore the jungle first. Climb out and approach the gate leading into the jungle. You can see something moving on one of the posts framing the gate. Look at it closely and you can see that it is a live version of the golden beetles you saw in the gate room! It is a large beetle with a high, rounded shell, and it really is gold-colored. After a second, though, it will open its wings and fly off with a buzz and a click. This was the same sound made by the wooden eye in the pool where the water formed a silhouette of a beetle! Perhaps the eyes really do have something to do with animals. You still have no idea as to the significance of the symbols on the eyes' backs, but you are gradually learning more about these objects. Now you can open the wooden gate, and head into the jungle. Once you pass through the gate, there will be an immediate change in your environment. You will go from a dead, dry area scorched by the sun to a shadowy, green jungle full of life. The jungle is full of immense, thick trees, but for some reason, their bark has been stripped starting a short distance above their base. The jungle also contains a number of tall plants resembling giant grass blades, along with a variety of other plants and ferns. Another giant knife blade is also visible amidst the trees. Since this jungle is rather large and appears to be the distinguishing feature of this island, Jungle Island would probably be an appropriate name for the island. Descend the stairs to get down to ground level, and follow the path as it winds through the foliage. After you pass through the trunk of a giant tree, you may notice a dirt trail leading off to the left, near some glowing blue fungus. If you follow this path, it will lead to the base of the giant knife, where the knife is embedded in the ground. Lodged on the blade of the knife is nothing less than a fourth wooden eye! Turning this one will reveal yet another symbol, consists of a box, just like the others, with a vertical line extending about three-quarters of the way to the top of the box, then bending right to the side, somewhat like an upside-down L. As the eye rotates, it will emit the same wheezing, snorting sound the sunners you saw earlier made! That makes four eyes, each with their own symbol, and each seemingly associated with a different animal. The other eyes have been situated so that their surroundings form an animal silhouette, but that doesn't seem to be the case with this eye. There may be some significance in the location of this eye, though: on one of the giant knives, which you believe to be associated with the rebel group. Might these wooden eyes be associated with the rebels somehow? They certainly don't seem to be associated with Gehn, since everything related to him has been luxurious and elaborate, while the eyes are rather crude and simple. Once you've found the fourth eye, return to the main path and continue on through the jungle. Up ahead the path will pass through a small, round building, and on top of the building you can see another spinning dome, identical to the one on Temple Island! Like the last one, though, it appears that you can't reach it from here, although you can see a catwalk leading to it from above. Inside the structure, you'll be faced with a Y-intersection. Take the path to the left, as always, and you'll find that it leads out of the jungle to the wooden catwalk you found earlier. You should probably wait until you've explored all you can of the jungle before you try that path, so turn around and take a left (which would be a right if you approached the intersection from your original direction) when you reach the intersection. This path will lead down a staircase to a small clearing, where a wooden idol has been erected on the front of a large tree trunk. The idol is bathed in orange light, and looks like a rather angular, colorful creature with sharp teeth and tusks. In fact, it could possibly be a wahrk, the creatures whose idols you found in the temple. From what you've seen so far, it seems like the Rivenese worship this creature. Well, since this appears to be the end of the path, turn around and head back. You've now explored all of the jungle, and so it's time to return to the wooden walkway in the cleft. To leave the jungle, walk back to the Y-intersection and take a right. This will lead you to the wooden gate you found earlier, which exits onto the catwalk inside the cleft. The catwalk leads into a blue-lit cave; on the left-hand wall of the cave you'll find a crude drawing, depicting a man with a five-pointed star over his head (most likely Gehn) holding two smaller men upside down, one in each hand, over two open-mouthed wahrks. It doesn't paint a pretty picture in your mind. Once you've seen the drawing, continue out of the cave, and you will emerge on another wooden walkway just a few feet above the surface of the lake. =============================================================================== 3. The Village [V.B.3] =============================================================================== Take a few steps onto the catwalk to get out from under the cliffs, and you'll see that you've found another way into the village. You'll also see that there are actually people in this village! Though distant, you can see the villagers standing on wooden platforms, as well as a child playing on a small dock or pier ahead. After a few moments, though, the villagers will see you, and will all disappear into their huts. Why are these people so scared of strangers? Do they think that you are one of Gehn's agents, or have they been ordered by Gehn to avoid any strangers? Well, it doesn't seem like they're going to try to run you out of the village, so you might as well have a look around. Walk along the catwalk as it follows the cliff surrounding the lake, and you'll be able to observe more of those mysterious holes in the water. What property does Rivenese water have that allows it to do that? You'll soon reach the small pentagonal dock the boy was playing on. Extending from one side of the dock is a short metal platform, similar to the one you encountered below the beetle pool; this platform also extends over a hole in the water, with metal rails visible beneath, though it does not extend as far as the first one did. Another object of interest is a tiny rock sticking just out of the water in front of the dock. It seems to have a camera mounted on it, and it is pointing at you! Does Gehn like to spy on the villagers, or does this camera have some other purpose? And is he watching you now? Continue along the wooden catwalk, and it will soon come to an end underneath the huts, leaving you no option but to climb a tall, wooden ladder standing against the cliff. It's a long way up, but don't look down, and you'll make it safely to the top. Once you reach the top, you'll be standing on another wooden platform in front of the clay huts. There's a wooden plank extending from the hut to your platform, so you can walk up to the front door of the hut. The door is locked, but you can knock if you want; maybe you can convince one of the Rivenese to talk to you. After you knock five times, one of the door panels will open and a face will glance at you for just a second, and then the panel will slam shut again. The villagers definitely don't want to meet you, even though you are here to help them. Anyway, another walkway extends around the side of the hut, past some fishing nets where fish with triangular fins are hanging. The catwalk will wind around, over, under, and through more huts, before it finally reaches the high plateau you could see from the beetle pool, where the strange metal machine is sitting. Before you examine the machine, though, see what else is on this platform. To the right is what appears to be an altar. It has two wooden idols on either side, with a golden wahrk sculpture in the center. Beside the altar is a triangular oven, where a piece of fish or some sort of meat is cooking. This spot appears to be some sort of shrine for the villagers. Now, examine the curious metal construction sitting on its platform just off the side of the cliff. It appears to be made of iron, and consists of a spherical pod with a hatch on top and two wheels on either side. It seems to be some kind of crude transportation device. There are rungs leading up the side of the craft, so you can climb up to the hatch and lower yourself in. Inside is a seat facing a circular window, with a number of controls in front of it. However, none of them work: the craft obviously has no power. Climb back out of the craft and try the only other object there: a lever standing next to the metal pod. When you pull the lever, the metal platform, with the craft sitting on it, will suddenly drop down the side of the cliff! Look over the edge and you'll see that the platform is connected to a track on the cliff face, and you can see the pod resting in the water far below. If you remember from your first excursion in the village, after the beetle pool the path passed through the base of this ledge. It dead-ended at a metal platform extending out over a hole in the water, which should be directly below where you now stand. That means that the metal pod should be sitting in the water at the end of the beetle pool path! Now all you have to do is get back there, and you should be able to ride the pod along the tracks you've seen on the bottom of the lake! Unfortunately, it's a long walk. Turn around and pass back through the huts, down the ladder, out of the village, through the blue cave, across the catwalk, through the logged area, across the bridge, down the steps, past the sunners, past the beetle pool, and finally through the cave underneath the ledge. There, you should find the metal pod waiting for you, and you'll be ready to do some underwater exploring! Once you enter the underwater car, you'll have to learn its controls. First, underneath the window is a handle extending from a round dome. Turning this to the right will turn the craft around 180 degrees, so that controls the craft's direction. Turn it back to the left, so that you are in your original orientation. Below that is a handle on a slider bar, currently set to the left. Turning it to the right doesn't seem to do anything, so it apparently doesn't work right now. Finally, there's a large lever on the right, and you can probably guess what it does. Pull it, and the underwater car will slowly slide along the tracks, turning a corner to the right as you do so. When it comes to a stop, there is still only one path open to you, so continue on, as the track again turns to the right. This device must not have a lot of power, since it seems to only be able to move in short spurts. When you come to a stop the second time, though, you will be inside another one of those holes in the water, so you can climb out of the craft and see where you are. Open the hatch and stick your head outside. You'll be next to the large, circular platform floating in the lake. You can see the ladder that would allow you to climb onto the platform, but it's not extended far enough. There must be someplace where you can extend these ladders, but until you find it you'll just have to keep exploring, and hope that at least some of the ladders are extended. Climb back in and move forward again. You'll make a third turn to the right and will now be faced with a choice: the track splits to the left and to the right. As always, work from left to right, so you want to take the left-hand path. But how do you tell that to the car? That must be what the slider is for! Slide the handle to the left, then pull the lever and go forward. You will take the left-hand path, which will come to a dead-end at another hole in the water. Again, open the hatch and look out. You'll see that you're now close to the cliffs that ring the lake, and there's a small building on the ledge in front of you. However, this one doesn't have a ladder extended either. You'll have to pass this place up for now, too. Climb back in the car, turn around, and return to the intersection. Once you get back to the junction, you'll see that it's actually a four-way intersection! Not only are there two paths on this side, but also on the side that you originally came from! The left-hand track is the one you were on the first time you approached this intersection, so move the slider to the right and try the right-hand path. It, too, dead-ends at a hole in the water. Climb out of your transport, and this time... there's a ladder! The ladder is extended, so you can climb out of the car and onto a tiny ledge at the base of the cliffs. The only thing on this ledge is a ladder consisting of metal rungs hammered into the side of the cliff, so take a deep breath, hold on tight, don't look down, and climb up the ladder. After a long climb you'll emerge through a hatch into a small room high above the lake. From its small window you will have an excellent view of the lake and its surroundings, and you'll be able to see all of the various locations you've discovered. On the opposite wall is a row of five levers: the second and fifth up, the others down. What could be the purpose of these levers? Flipping a few will have no obvious effect, but the window looking out on the lake may be a clue. Could this perhaps be the ladder control room you've been looking for? If you feel up to it, you can conduct a simple experiment to find out. Flip all of the levers down, then climb back down the cliff and approach the underwater car. You'll find that you won't be able to get in because the ladder isn't extended! This is the ladder control room! Climb back up to and flip all of the levers up, which will extend all the ladders. Now you should be able to access all the places you couldn't reach before! Climb back into the car, turn around, and return to the four-way intersection. When you return to the four-way intersection, take the right-hand track, which is the only one you haven't taken yet. It will curve to the right, and come to a stop at the base of the cliff where you originally boarded the craft; you have now traveled a full loop around the lake. Now you just need to return to those locations that you found the first time around, but couldn't investigate because their ladders weren't extended. To do this, turn the car around and return to the four-way intersection. Turn it around again, so that you're in the same position you were when you first approached this intersection. Take left-hand track to return to the low building against the cliff. Climb out of the sub using the now-extended ladder, and you can enter the rather small, low, and shabby building. =============================================================================== 4. Lessons Learned [V.B.4] =============================================================================== Once inside the building, it shouldn't take you long to discover that it is a schoolroom. Rows of benches are set up in the middle of the room, with blackboards on the walls at the front. Also at the front of the room is a small spherical cage on a platform, like a smaller model of the giant cage in the temple. By turning a crank on the side of the cage, you will cause an image to appear inside! The image is of a man, and though you cannot understand his speech, it is obvious that he is trying to motivate and encourage the students. He seems to have an air of authority and respect about him. In fact, the man could even be Gehn himself! At least now you know for sure that the cage chair and cage on Temple Island are used to broadcast sounds and images. Looking at the blackboards, you'll see that they are covered in D'ni writing. Also, around the walls of the room are small wooden boards with D'ni letters written on them, much like classrooms on Earth have the letters of the alphabet on the walls. Apparently the Rivenese have adopted the D'ni writing system under Gehn's rule. Although there doesn't seem to be much more to learn here, there is actually something very important. On a small table at the back of the room, you will find a game: two wooden men hang upside down over a circular base, where some sort of creature, probably a wahrk, waits with its mouth open wide. Turning the base using a ring on the side will cause a symbol to be displayed on the front of the base, and one of the men will be lowered a few notches down towards the wahrk. Eventually, one of the men will be eaten, and the game will reset. It seems a tad gruesome for little kids to be playing, but this game must teach something, since it is in a school, after all. Play the game again, and pay careful attention to the symbols that appear before each man is lowered. If you pay close attention, you'll notice that the men will fall different distances for each different symbol. That means that... the symbols must be numbers! This game teaches D'ni numbers! Keep playing the game, and for each symbol, record the number of notches the men are lowered. (Just remember not to count if the man gets eaten, since he may have still had farther to go.) Eventually, you should have learned the D'ni numbers one through ten: ------- ------- ------- ------- ------- | | | 1 |\ | 2 |/ | 3 | --| 4 |_____| 5 | | | |/ | |\ | | | | | | ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- |__|__| 6 |\____| 7 |/____| 8 |___--| 9 | ___ | 10 | | | |/ | |\ | | | | |/ \| ------- ------- ------- ------- ------- Now, looking at those symbols, several of them should seem familiar. They are the same symbols that are on the backs of the wooden eyes you've discovered! If you remember, the first eye, by the mag-lev, had the symbol resembling a K, which you now know stands for the number 3. The eye on the sunners' rock was the symbol like an H, meaning has a 5 on its back. The one in the beetle pool resembled it a D, making it a 2, and the one in the jungle looked like an upside-down L, so it bears the number 4. So far, here's everything you know about the wooden eyes you've found: LOCATION SHAPE SOUND D'NI NUMBER ARABIC NUMBER mag-lev station frog chirping, clicks ] K[ 3 sunners' lagoon wahrk sad whale call ] H[ 5 beetle pool beetle buzzing, clicking ] D[ 2 knife in jungle none wheezing, snorting ] L[ 4 Note the special notation being used for the D'ni numbers. This notation will be used whenever D'ni numbers are referred to in the main body of the text or in tables, such as this one. The symbol ] L[ was chosen for the D'ni number 4 because the symbol resembles an upside-down L inside a box. It appears that each of these wooden eyes have a number associated with them, and also, it seems, an animal, although exactly what animals is still unclear. Unfortunately, you still have no clue as to what these eyes are for. Also, with everything in this world seeming to come in fives so far, your intuition suggests that there must be a fifth wooden eye, probably with the number 1 on its back, since the eyes you've found have the numbers 2 through 5. You'll have to keep an "eye" out for it as you continue. For now though, it is time to return to the underwater car and investigate the floating platform in the lake. Once back in the car, turn around and return to the intersection. Then, take the left-hand path, and you will come to a stop at the floating circular structure. Climb out of the pod onto the edge of the platform, which is basically a ring sitting just above the surface of the water. A series of cables extends from the edge of the platform up to an ornately decorated peak. There doesn't seem to be anything of interest here, save for a handle hanging down from the top of the structure. When you pull the handle, a metal bar will descend from the peak of the platform, then stop a few feet above the surface of the water. After a little while, the bar will automatically return to the top of the structure. What is this floating ring for? Pull the handle again, and think about what possible use the bar might have. It has two circular rings at each end, about the size for an arm or leg to fit in. Also, as you stand on the edge of the platform, you may feel something ram it from underneath! And weren't those bars you saw underwater when you stopped here in the pod? There is a creature in the water underneath you. Think about it: a bar being lowered over the water where a hungry creature waits. Now think about the game in the schoolhouse: men are slowly lowered, head first, into the mouth of a hungry wahrk. That game didn't just teach numbers, it also taught children the penalty for disobedience under Gehn's rule. And this platform is where those penalties are carried out. The more you learn about Gehn, the more incentive you find for putting him in that Prison Book. Not only does he treat himself as a god, he makes games out of gruesome public executions! By now you're probably eager to leave this execution platform and return to the underwater car. Now that you seem to have fully explored the lake, there is nothing else you can do here on Jungle Island, so your only remaining option is to ride the cart you found in the logged area. Once in the car, move forward to the next stop. Here, you'll find that there's actually one more path to explore. To the left, the track returns to the original dock at the base of the plateau. However, there is another path to the right that you hadn't noticed before, since you were coming from the other direction. Follow the new track, and after curving to the right, it will deposit you at the dock on the path to the village. This is a much more convenient place to get off, so go ahead and bid the underwater car goodbye. Now you need to return to the logged area, so follow the path to the right, through the blue-lit cave, straight across the watchtower area, and into the logged area. Once there, climb into the cart leading underground. Once you think you're ready, get a good grip on the cart and pull the handle. You'll begin slowly at first, but once you start going downhill, you'll soon be racing through the tunnel. Soon, the tunnel will become ringed with hot, orange lights, and then, all of a sudden, the rock walls will give way to water! You will now be underwater, and yet you will not have so much as a drop of water on you! You are traveling through a tunnel in the water, similar to the holes in the lake! After a high-speed, heart-stopping journey, your cart will emerge from the water and onto a bridge leading to a new island, one ringed by cliffs. Here you'll have a chance to calm down a bit, at least until you enter a cave in the side of this new island‘s cliffs, upon which everything will go pitch black. Eventually, you'll be able to see a little, and you'll see that you will ome to a stop inside the cave. Just as you're about to climb out, though, the floor will drop out of the cart and you'll fall into a metal ramp, then slide out of the cave and into the sunlight, coming to a sudden stop sitting in a metal tray. ____ | \ ******************************************************************** _| \ C. BOOK ASSEMBLY ISLAND [V.C] |._______| ******************************************************************** --| \ =============================================================================== 1. The Boiler [V.C.1] =============================================================================== You'll probably need a few seconds to let your heart resume beating after your traumatic ride in the cart. Once you are functioning normally again, stand up and take in your surroundings. You are standing in a metal tray on top of a machine. Behind you, you can see the hatch and ramp you slid through when you dropped out of the cart. In front of you, a ladder leads down to the ground. Use it, and you can easily discover the purpose of the machine you landed in, if the huge pile of sawdust is any indication. Obviously, the cart you rode over in was not designed for people, but for pieces of the trees that were chopped down on Jungle Island. Upon arriving, it seems they were promptly ground into sawdust. You're lucky the machine wasn't running when you landed, or your explorations on Riven would have been brought to a premature end. Perhaps now you should take a glance at the rest of this island. It appears to consist mainly of a ring of cliffs surrounding a large, blue-green lake. The stretch of beach you are standing on appears to be the only substantial area of flat ground on this island. The island also does not appear to be inhabited, but seems to be used mainly for industrial purposes, perhaps relating to the logs being shipped from Jungle Island. Next to the log chipper, a ladder climbs up to a hatchway in the cliff. If you climb through it, you'll find that it leads back to the log cart you arrived in, although you probably aren't eager to repeat that harrowing ride. A short distance down the beach is a large, circular building, and near it a catwalk extends to the center of the lake, where a stone bollard sits. Before you examine the building or bollard, though, first find out how far this beach extends. If you walk to the right, you can go around the circular building. As you do so, you should notice that there are blue flames flickering around its edge. You'll also have to step over a large, thick pipe that extends from underneath the building and climbs up the side of the cliff. At the end of the beach is a ladder that climbs up to a balcony on the side of the cliff. If you feel up to it, you can try to climb the ladder, but you can't climb onto the balcony because it's blocked by a locked hatch. You'll have to find some other way if you want to get up there. That, by the way, appears to be your eventual goal on this island, since there doesn't seem to be much on the ground besides the circular building. You can also see a walkway along the cliffs to the left of the balcony. Now that you have an idea of the lay of the land, you can return back to where you started and begin investigating the structures on this island. The first thing you should do is examine the stone bollard in the center of the lake. Follow the catwalk out to it, and from the hiss of steam, you'll know that it is a power source. Four pipes radiate out of a metal cap, and a valve on top can be set to three of the four pipes, which will presumably send steam power through that pipe. The valve cannot be set to the fourth pipe, however, from which you can assume that it receives constant power. The first pipe on the left leads to the log chipper, and if you turn the valve so that the power is directed there, you can pull the lever on top of the log chipper and see what happens to the logs when they arrive (and what could have happened to you). The second pipe is directed towards the large circular building, and the third disappears into the side of the cliffs left of the balcony. The fourth pipe, which you have no control over, leads off far to the right, and you can't make out its destination. Since you're about to investigate the circular building, you should probably not direct the power to it yet. That way you can take a look at the building first, then decide whether or not you want the power directed there. Follow the catwalk back to the beach, and approach the circular building. As you climb the stairs and approach the door of the building, you'll find that it is securely locked. The thick metal door is bolted shut, and a red light next to the door indicates that it is dangerous to enter. That would make sense, considering the blue flames you saw underneath the building. If you could turn off the flames, you might be able to get inside and see what this building is for. A metal walkway leads around to the side of the building, and following it, you'll find several levers, switches, and other controls, whose purposes you will have to deduce in order to gain access to the building. A long, narrow window has been cut in the brick wall of the building, allowing you to see a narrow sliver of the interior. Through the slit, you can see that the building is full of boiling water; it's some kind of industrial boiler. But what is it for? Perhaps if you can get inside it, you'll find some answers. In order to get inside, however, you're going to have to turn off the heat, but you don't know how to do that, so you might as well just experiment with the controls. First, try the large wheel on the left. When you turn it, a large accordion section of pipe will disconnect and rotate away. However, nothing will change inside the boiler. From the size of the pipe, it would appear to be a water pipe, but disconnecting it didn't do anything. Rotate the pipe back into place, and try the handle on the wall to the right. It too, will not have any effect. Obviously, these controls are not powered. Look at them closely, and you will see that they have pipes running into them. Both these pipes originate to the left, below the wheel, where they split off from the second pipe leading out from the stone bollard in the lake. Since you don't have the power directed to the boiler, none of the controls work. However, the lever in front of you on the right doesn't seem to be connected to either of the pipes. If you turn it, you will hear the sound of the heat shutting off, and the water will stop boiling. Now it should be safe to enter the boiler! Return to the door, and the bolts will unscrew, allowing the door to slide open. However, you won't be able to get very far. The boiler is still full of water, and there is no floor for you to walk on; all you can do is look in through the doorway. In the center of the boiler, though, you can see the top of a ladder. If you could drain the water and find something to walk on, you could go down that ladder. In order to do that, though, it looks like you're going to need some power. Return to the steam valve in the center of the lake and direct the power through the second pipe, the one leading to the boiler. When you return to the boiler controls, find the pipe from the lake. You'll see that it divides in two, creating a Y-junction. A valve allows you to control which pipe the power flows through. Turn the valve to the left, and follow the left-hand pipe as it climbs up to the top of the thick pipe that looks like it could control the water. With power directed to it, turn the wheel again. This time, when the section of pipe separates, you should see and hear the water in the boiler being drained out. Now all you need is some kind of platform to connect the door to the ladder. The only control that hasn't worked yet is the lever on the wall, and it is powered by the right-hand pipe. Turn the valve to the right, then raise the lever. You will be rewarded by seeing a metal platform rise from the bottom of the boiler. Now, the heat is off, the water is drained, and there is a platform for you to walk on, so you should be able to use the ladder in the center of the boiler. Reenter the boiler, and you'll see that you can now walk on a metal grating in order to reach the ladder, which leads down into a large pipe, probably the same one that you had to climb over to get to the blocked ladder. Since you saw that pipe ascend up the cliffs, this pipe may help you reach new areas of the island. Also, you don't have anywhere else to go, so lower yourself down into the metal pipe. Once inside, everything will go pitch black, and you'll just have to crawl along on your hands and knees through the darkness. Eventually you should be able to see a lessening of the darkness ahead, along with metal rungs that you can use to continue up the pipe as it ascends. Keep crawling, and finally you will reach, literally, the light at the end of the tunnel. When you reach the end of the pipe, you will be looking down onto a narrow ledge, with cliffs and ocean below. The pipe is several feet above the ground, so you will have to drop out of it. Once you've emerged into the sunlight, take a look back at the pipe: you'll see that it is too high for you to climb back in, so you won't be able to return to the lake that way (as if you‘d want to). The pipe must have been used for draining the water in the boiler. Now, take a look around. You are on the outside of the cliffs, near their summit, looking out over the ocean. A rough track leads off to the left, which leads back through the cliffs, until you are looking down over the lake. Continue following the path to the left, and it will terminate at the balcony you saw from below, the one the ladder led up to. With that last fact in mind, the first thing you should do is to unlock the hatch you couldn't open from below; now you have a way down, should you need it, as well as a much better way up than the drainage pipe. Once you've done that, open the double doors, which will open onto a metal walkway leading deep inside the cliffs. =============================================================================== 2. Frogs, Domes, and Fans [V.C.2] =============================================================================== The balcony doors form the entrance to a large, dark cavern, with a metal walkway leading inside. The floors and walls are all far away, and there is just enough light to see by. The path leads straight, then curves to the left, coming to an end at a stand containing a metal ball, beneath a clattering ventilation fan. There is a pipe leading into the device from the left. Take a look at the spherical mechanism. It has a handle on top, and touching it will cause the top of the sphere to open, revealing a metal plate inside. In the center of the plate is a small depression. If you touch the plate, pull your hand back quickly, because the ball will snap shut again in an instant! It seems to be a trap of some kind, probably for something down below, judging by the cables and pulleys the ball is connected to. Perhaps you can use the trap and find out what it catches. On the right side of the trap is a small container with brown pellets inside; they must be the trap's bait. Pick up one of the pellets and, very gently, drop it in the depression in the center of the trap. Once the trap is baited, pulling the lever on the left should lower it. However, when you do so, nothing will happen. Perhaps the trap does not have any power. There is a pipe connecting to the lever from the left, though... could this be the third pipe from the lake? It did enter the cliffs to the left of the balcony, about the same location as the trap. It certainly is worth a try. Follow the walkway back to the balcony and carefully climb back down to the ground using the ladder. Walk out to the steam controls and move the valve to the third pipe. Then, climb back up the ladder and walk back through the cave to the trap. Make sure the trap is set, then pull the lever. This time, the trap should descend straight down; a considerable distance, too, based on the time it takes for the trap to reach the bottom. Now you just have to wait. After about a minute, your efforts will be rewarded. You'll hear a snap as the trap shuts, so pull the lever again to raise the trap. The ball will be shut, and when you open it, it will not be empty. Inside the trap is a beautiful red and black frog, which will hop around the trap some. After a few seconds, it will give out a high-pitched, chirping call, then will hop out of the trap and back down into the pit below. That call should sound somewhat familiar. It is the same sound made by the first wooden eye you found on Jungle Island, the one at the mag-lev station. Also, when you looked back at this eye from inside the cave, the cave entrance formed the shape of an animal, which you thought could have been a frog. Now you recognize that shape as belonging to the frog you just found! Another piece of the wooden eye puzzle has fallen into place; you now have four eyes with a number and an animal call associated with it. However, you still have no idea what to do with all this information, or even what it all means. While that was a great achievement, you seem to have reached a dead-end. You have no other paths to explore on this island, but there must more here. When you were by the steam valve, you could see a path in the cliffs to the left of the balcony, but you haven't found any way to reach it. You must be able to reach it from someplace near the entrance to this cave, but where? Return to the double doors at the entrance and take a careful look around. There is no hint of another path, but it must be there somewhere. Could it be... it's not possible... could the open double doors be blocking a path? You have nothing to lose, and no other options, so close the double doors. It's true! The doors were blocking two hallways to the left and right! The left hallway leads to a descending staircase, while to the right is the previously inaccessible path you saw! As always, explore left to right, so walk down the staircase to the left. The staircase will end at a metal door. Open it, and you'll be face-to-face with one of the mysterious spinning domes! Walk up to it and study it. Fortunately, the room is well-lit by an opening in the roof, so you can get a good look at the dome. The dome is spinning at a rapid speed, and there appear to be symbols marked on it. One symbol is printed in gold, so perhaps it has a special significance. The dome is spinning so fast, though, that you can't make out what the symbols are. A walkway leads around to the left side of the dome, and from there you can see a small peephole embedded in the rock. There must be another room behind that wall, but there's no apparent way to reach it. Look along the wall the window is embedded in. There's no hint of an entry or device of any sort, except for... the door. Could Gehn have used the same trick he used at the double doors? Close the door and find out. He did! Another passageway is hidden behind the door! The tunnel curves around to a small chamber on the left side of the dome. The room contains nothing but a metal device mounted on a stand, exactly where the peephole was on the opposite side. Approach the device, and you'll see that it consists of an eyepiece in front and a spinning wheel behind it. Put your eye to the device and you'll see that it is focused on the symbols on the side of the dome. The spinning wheel acts as a shutter, only allowing an image through when the symbols are directly in front of the lens. Looking through the lens, you can clearly see the symbols printed on the spinning dome, and you can see that they are all based on a circle. Each symbol is slightly different from the others, so that the effect is a continuous transition from one symbol to the next. As you watch the symbols spin by, you should also notice that there is a button on top of the eyepiece. Pushing the button seems to have no effect, but perhaps if it were pressed when a certain symbol was in the eyepiece, something would happen. That special symbol must be the one that is printed in gold. Carefully watch the symbols, and try to learn when the gold symbol is about to appear. When it flashes by, press the button. It may take you several tries, but when you manage to catch the gold symbol, the result will probably take you by surprise. The symbols, and the dome, will slow their rotation, then stop altogether, giving you a clear view of the gold symbol: a circle with a vertical line through its center. Now, step back from the scope and look through the window: you'll see the gray metal of the dome rotate away, revealing another dome underneath, this one a brilliant gold! Exit the scope chamber and return to the dome, which now shines brilliantly from the sunlight overhead. If you walk back around the walkway, you'll see that this inner dome is split down the center, and the gap between the two halves is just wide enough for you to step inside. In the center of the dome is a round window, and behind the window is what appears to be a book! The glass is smudged, so you can't make it out for sure, but it certainly appears to be a book. Could it be a Linking Book? If so, how did it get here, and why is this dome needed to protect it? Beneath the window is a lock preventing access to the book. It consists of five sliders, which can be set to twenty-five positions. The sliders apparently must be placed in the correct positions in order to open the inner dome. However, you have no idea as to what that combination could be. The secrets of this spinning dome will just have to wait. Now, climb back up the stairs and explore the other passage that was hidden behind the double doors. Climb back up the stairs and continue straight past the double doors to follow the other path, which soon exits the cliff and meets a metal walkway leading through the cliffs. Follow the walkway amid the cliffs, and you'll see that it is leading to another building built amidst the cliffs. Almost as soon as you leave the cliff, however, a silver cable will drop from over the cliff to the right and begin running alongside the path. Keep moving along the walkway, following the cable. About halfway between the balcony and the unexplored building, the cable will run into a lever on the ground next to the walkway, and you'll be able to hear a rattling, humming sound. The cable comes back out on the other side, though. Before you try the lever, find out where the cable ends up. Keep following it, and it will run right up to the building. Just before it reaches the building, though, the cable will run back up the cliff and intersect with a large metal pipe entering the side of the building. The building, which you have now reached, has large, glass windows, accompanied by a solidly locked metal door. This building appears to be important, and you should make every effort to get inside. However, it's not going to be through the front door. Now would be a good time to go back and investigate the lever by the path. Once you've backtracked to the lever, try pulling it. The rattling, humming sound will immediately stop. This lever obviously controls the power for something. In fact, if you look back down at the lake, you'll see that the fourth pipe from the steam power source, the one uncontrolled by the valve, heads in this direction, so it must provide the power for whatever this lever controls. As to what that is, the lever must be connected with the large pipe the cable runs into. Also, the sound emanating from near the lever should sound slightly familiar. Think back through everything you've heard on this island, and you'll realize that it's the noise coming from the ventilator fan above the frog trap. If this lever controls the ventilator fan, and the ventilator pipe runs from the frog trap to the glass building, then it could be your ticket inside! Certainly not glamorous, but then again, you just climbed through a pitch-dark drainage pipe. Make sure the lever is turned off, then walk back into the cavern and return to the frog trap. When you get back to the trap, the humming from the fan should be gone, and, looking up at it, you'll see that the fan has indeed stopped. Luckily the grate is hanging down, so you can climb on top of the frog trap, then hoist yourself up into the ventilator shaft. Hopefully you're not claustrophobic, because the shaft is just wide enough for you to crawl through. When you reach the other end, you'll be looking down on a wooden desk through the opposite grate. It doesn't sound like anybody's in the room, so push down the grate and jump down into the room. =============================================================================== 3. Gehn's Laboratory [V.C.3] =============================================================================== The room you land in has a wooden floor, with glass and metal walls; it is the building you attempted to enter from the outside walkway. There are three large wooden desks set against various walls, and there is a black spherical object in the center of the room. To start off, focus on the desk you landed on. The central object of the desk is a large book or binder with a wooden cover and emblazoned with Gehn's seal. It won't take you long to realize that this is Gehn's journal, and this room must be his laboratory or workroom! Carefully read through the entire journal, because everything in it contains valuable information about Gehn himself, what he has been up to, and the state of the Age of Riven. As you read through the journal, you will discover that several entries contain dramatic and revelatory information. In the first entry, Gehn states that he is now able to create Books! This is important information, because Atrus's plan was to trap Gehn on Riven forever. Now, however, he may be able to escape to another Age, though at least not to D'ni. Gehn also reports the failure of his attempts to chart the stars in the Fissure, which, as you recall from Atrus‘s journal, is somewhere on Riven. A little later, Gehn discusses the D'ni's fascination with the number five, and how he thinks that the buildings he has designed based on Five are the best and most sound. No wonder everything you've seen on Riven has been based on five. He also expresses his belief that the D'ni color symbology, which is based on six, must have a deeper connection to five. The entry ends with a series of six circular symbols, similar to those printed on the spinning dome. In fact, one of the symbols is the same as the one you saw on the spinning dome. What could these symbols represent? Soon after that, though, Gehn will reveal that he has been able to link to another Age, which he has named a D'ni number followed by "rd". This must be something like "seventy-third", but you don't know exactly because the numbers were not ones that you learned in the school. Apparently Gehn prefers to only give his Ages numbers, rather than actual names. Closely following this revelation, though, Gehn describes his plans to place a linking site to his Age on every island. From the descriptions and illustrations he provides, it is clear that these linking sites are the spinning domes you've seen! These domes are meant to power his Linking Books! That was a book that you saw in the dome earlier, not just any book, it was a Linking Book! Also, it appears that the domes, or "fire-marbles," as Gehn refers to them, probably for the bright golden shine of the inner domes, are powered by the gold dome on Temple Island! A diagram is included, similar to the one in the gold dome, showing pipes radiating from the dome to five different shapes made out of small squares. Now you know that the squares must represent the various fire-marbles. Another very important piece of information is found at the end of this entry: he says that he has added a coded access system to all the domes, and following that is a string of five D'ni numbers, which may look something like this: ------- ------- ------- ------- ------- |___--| | __--| |\ | | |___| |/|___| | | | |/ |\| |/\ /| | | |\ | ------- ------- ------- ------- ------- [OUT-OF-RIVEN NOTE: Several of the codes in Riven, such as this one, are randomly generated by the game for each different file. So, the code you see will almost certainly not be this one. This code is just presented as an example. Other such randomly generated codes will be noted when they appear.] This must be the combination to the slider lock on the inner dome! The only problem is that you don't recognize many of these numbers, because they weren't included in the game in the schoolhouse. You'll have to try to deduce what numbers they represent, but not now. There's not much point in visiting Gehn until you've found your Prison Book, and it's been stolen. Speaking of that, later on in his journal Gehn confirms what you have long suspected: there is a rebellion on Riven. It seems that they are under the leadership of Catherine, and that they are called the Black Moiety, at least by the villagers. So that's what Catherine has been doing on Riven: leading the rebellion! Since you now know that the rebel who freed you and took your Prison Book is a member of the Moiety, that means that if you find the Moiety, you will find both your Prison Book and Catherine as well! Gehn describes the Moiety's activities as staging raids on various locations in Riven. The villagers are afraid of them, and Gehn has been trying to find them and their hideout. He also includes a drawing of one of their knives, which they have taken as their symbol. In another interesting entry, Gehn details his theories and research on Riven's water and its strange properties. He believes that the water contains a bacteria that can be killed by boiling, and so has a strong aversion to heat. Whenever a significant heat source is placed near the water, the bacteria moves away from it, pulling the water with it, creating the bizarre phenomena you've observed on Riven. The last entry in Gehn's journal describes how a rebel scout was captured, and it was discovered that he was carrying a strange crystal. These crystals apparently have the effect of powering Gehn's weak Linking Books, but they are much easier to use than the fire-marbles. So, to sum up the major insights from Gehn's journal: o Gehn has found a way to produce Books, and has written a new Age. However, these Books apparently are fragile, and must be powered by the spinning domes, which are all powered by the gold dome on Temple Island. Also, Gehn has moved his office and living quarters to this new Age. o The code to open the domes, or fire-marbles, is included in the journal, but at present, you cannot decipher the D'ni numbers. o Some of the Rivenese are rebelling against Gehn. They call themselves the Moiety, are led by Catherine, and use the knife as their symbol. Thus, it is the Moiety that has your Prison Book, and finding the Moiety should lead you to Catherine as well. Now it's time to see what else is on this desk. If you look to the left of the journal, you'll see a fifth wooden eye laying on the desk! Roll it over, and it will have the D'ni number one on its back, meaning that this is the fifth wooden eye you have found, but it won't make any sounds since it's out of its socket. Reading Gehn's note by it will provide some additional information. He first noticed it when he was monitoring the villagers from his "survey room," and noticed a villager swimming out to it in the water near the entrance to the lake. He had it removed, but it reappeared within a few days. It is nice to have your suspicions confirmed that Gehn did not create these eyes, causing the evidence to lean more and more in favor of the rebels, or the Moiety. Also on the desk are what looks like a star chart, a device on the top shelf that may be a strange type of pipe, and, to the right of the journal, a mechanism that resembles a bayonet, although instead of the traditional trigger, it has a pump-style handle at the end. That appears to be everything on this desk, so now turn your attention to the rest of the laboratory. To start off, take a look at the metal sphere in the center of the room. It has a door on one side, and upon opening it you'll see that it is an oven. Inside lay the charred remains of one of Gehn's failed Linking Books. It's nice to know he wasn't always successful. To the left of the journal desk is the doorway to the path outside, which was locked. Go ahead and open it, thereby unlocking the door, so that you can enter the lab without having to crawl through the ventilation shaft. It is also nice to know, from Gehn's journal, that he is probably not on Riven now, since he says he has moved his living quarters and office to his new Age. That means you won't have to worry about him finding you trespassing in his lab. There is another desk past the door, and on it you can understand what has been happening on this island. On the desk is a tree stump under a magnifying glass, a stack of pages being bound, a press, and a collection of blank books. Now what you've been seeing on Jungle Island and this island begins to make sense. First, trees are felled and logged on Jungle Island, then shipped here via the cart. Upon arrival, they are ground up by the log chipper. The chips are placed in the boiler to form a paste, then raised on the grate to dry. Then the dried paper is taken here, where it is bound and pressed. This island is nothing but a factory for making Books! Perhaps Book Assembly Island would be an appropriate name for it. To the right of this desk is another doorway leading to another part of the island, but save that for now. There is still one more desk in the lab. On the far left side of the desk is an experiment concerning Riven's water. A flask of water is sitting over a heater. Turn on the heat, and the water will defy gravity by rising to the top of the flask in order to avoid the heat! Gehn believes the water does this because of a bacteria in the water that tends to avoid heat, pulling the water along with it. There is also a small set of drawers. All but the top drawer are locked, and it contains a collection of eggs, of various colors and sizes. The other objects on the desk are slightly more morbid. On the desk sit a number of surgical tools, as well as part of a frog trap like the one in the cave. On the top shelf are several frogs, preserved in bottles, and several bottles containing a mysterious liquid. This must be the explanation to Gehn's journal entry about the "ytrams," and how he prepared an extract from them, which he smoked. What a disgusting habit! He also mentioned that the rebels use the frogs, or ytrams, for their poison darts. At this point, it appears that you have finished searching Gehn's lab. Now that you're finished with Gehn's lab, see where the other door out of the lab leads. You'll discover that the other door leads to a mag-lev station, though there is neither a mag-lev car nor a call button there. It doesn't really matter, though, because there is still more of Book Assembly Island to explore: the rest of the cliff walkway. So, return to the lab and exit out the other door (where, by the way, you'll find the mag-lev call button), then follow the walkway through the cliffs and into a short cave. =============================================================================== 4. Return to the Dome [V.C.4] =============================================================================== When you exit the cave, you'll be standing on a huge bridge over the ocean, leading back to Temple Island. You have a magnificent view of Temple Island ahead of you, Jungle Island to the left, and a fourth island to the right. Follow the bridge across the ocean, and when it approaches the gold dome, the bridge will form a staircase. The bridge appears to lead all the way to the gold dome, but will end just before reaching the dome. The last portion of the bridge is raised, blocking your way into the dome. However, there is a lever, and this is the bridge you saw when you explored the dome the first time, so one of the steam pipes you passed should provide power to the lever. In fact, you can look down and follow the pipe to its source down below, outside the gold dome. If you didn't turn the valve on the steam pipe to direct the power here, though, you've got a long trip ahead of you. You'll have to ride the log cart back to Jungle Island, then take the mag-lev to Temple Island, get back inside the gold dome, and finally turn the valve on the steam pipe. Then you'll have to come all the way back. If the power is directed, though, pull the lever, and the final bridge section should lower, allowing you to reenter the gold dome, this time on the second, previously inaccessible catwalk. This entrance to the dome is directly opposite the entrance from the gate room, and this is the section that was disconnected from the first catwalk. Follow the catwalk around the curve of the dome, and you'll come to another doorway leading back out. Before you go through it, though, keep following the catwalk until you reach the gap separating it from the first catwalk, where you'll find a large metal wheel. Turn it, and the missing section of catwalk will extend, linking the two paths. Now you have a quick shortcut between Temple and Book Assembly Islands. Once you've done that, you can go back and explore the other door leading outside. Before you can get more than a step outside, though, you'll encounter a gap in the walkway. It's not a large gap, but just big enough to preclude jumping across. Turn around, and you'll see a button against the wall. Push it, and the missing walkway section will quickly ascend from below to fill the gap. If you recall, on your first exploration of the gold dome you found one section of the path looked different, and there was a button on the wall next to it that looked similar to the one you just pushed. That must have been the floor that you just raised. Now that the gap has been bridged, you can follow the walkway as it curves to the right, back towards the rocky hill of Temple Island. This path gives you a better view of the spinning dome, er, fire-marble, but still does not provide you with a way to reach it. The path will end at a large door in the cliff face, with a lever next to it on the doorpost. Raise the lever, and the door will open, giving you access to side 4 of the gate room! You have just opened the mysterious locked door in side 4! Use the rotation button to rotate the room until you can cross to the main entrance (side 1), then rotate the room until you can reach side 3, allowing you to return to the gold dome. Now, you should return to the path around the gold dome to see if there is anything underneath the floor section you raised just a little while ago. Return to the lower, outdoor path,and follow it around the curve of the dome until you reach the spot where the walkway piece was, directly in front of the cave entrance. It turns out there is another metal platform underneath it! Stand on the platform, and press the button on the wall again. This time, the platform will quickly descend down to a lower level! This crude elevator will deposit you in a stone passageway, with a metal staircase at the far end. Climb up the stairs, and you'll find yourself in front of the Temple Island fire-marble! You finally reached it! This time, the viewing scope is placed in plain sight on the walkway. Use it to capture the gold symbol, which is different for this dome: a circle with a dot in the center. The result will be the same as on Book Assembly Island, though: the spinning outer shell will stop and roll away, then the gleaming gold inner dome will replace it, looking like a miniature of the huge gold dome behind you. This dome, like the first one, will also be equipped with a slider lock underneath the thick glass window. You still can't unlock the domes, but you have found and opened two so far. Now return to the elevator and follow the path back inside the dome. Climb the stairs and return to the original entrance, the one that leads to side 3 of the gate room. Recall that there is a lever on the wall next to that entrance, and pulling it will cause the bridge outside to raise, forming a staircase. The first time you did this, you were trapped in the gold dome and had to lower the bridge to get out, but now that is not the case. Pull the lever, and the bridge will ascend to a point above your head. Now exit the dome following the path that leads to the formerly locked door, into side 4 of the gate room. Now all you have to do is go to side 1 (the main entrance), rotate the room so you can access side 3, and you will be able to climb the staircase to the top of the gold dome! Once you have done that, you will find that the staircase leads to a passageway in the split down the dome's center. In the center of this "hallway" stands a large black machine. It is raised above the floor, and on the ground beneath it is a grid. Study the grid and you'll see that it is divided into twenty-five large squares, with each large square containing twenty-five small holes. To the right of the grid are six colored marbles, which apparently must be placed in the correct spots on the grid for the machine to work. If you want, place the marbles on the grid, then go back down the hall, where there's a switch on the wall. Pull the switch down, and the large machine, with a series of loud, mechanical noises, will lower itself onto the grid. Lowering the switch will reveal a white button, but nothing will happen when you press it. The idea, though, is that something will happen when the correct arrangement of marbles is placed in the grid, but you haven't seen anything to suggest a combination to this puzzle, and the odds of guessing it are astronomical. This puzzle will have to wait for later. Now that you have completed your second exploration of the gold dome, it's time to return to Book Assembly Island. Walk back down the staircase to the gate room, then reenter the gold dome by using the side 4 walkway. Leave the side 3 bridge up so that when you are ready to solve this puzzle, you can easily return to it. Follow the catwalk to the right and exit back onto the bridge to Book Assembly Island, then return to Gehn's lab. You have now explored the entire island, so it's time to take the mag-lev to the fourth island. Press the call button next to the cliff walkway door, then leave through the other door and climb down the steps to the station. By the time you get to the bottom, the mag-lev will have arrived at the station. Climb in, then get ready for another breathtaking ride across the ocean. At the end of the journey, you will pass through an opening in the side of the unexplored fourth island, and come to a stop inside a stone-hewn station. ____ | \ ******************************************************************** _| \ D. SURVEY ISLAND [V.D] |._______| ******************************************************************** --| \ =============================================================================== 1. On the Surface [V.D.1] =============================================================================== When the mag-lev stops, climb out onto the stone platform. You're in a small cave containing only the mag-lev station. The strange thing, though, is that on the opposite side of the station is a door, but there doesn't appear to be any way to reach it. Very curious. However, there is also a door on this side of the station, so you can save the seemingly inaccessible door for later. The passageway leads to a flight of metal stairs which lead up onto the surface of the island. When you reach the top of the stairs, you'll be in for a sight. Right in front of you, huge jagged rocks shoot out from the ground at angles, as if they had been thrust out of the ground. Actually, it's like there had been an explosion, and these rocks were frozen as they were being blown apart. All around you is a shallow pool of blue water, filled with green algae. It is a spectacular and eerie sight. The surface is perfectly flat, and you can't help wondering whether this is natural or manmade. A metal walkway just above the surface of the water leads through the jutting rocks, and right in the center of them it passes over a circular well. Looking down, you can see that it is orange inside the well, and there is also a black pentagonal shape. After you walk through the magnificent spikes, you'll approach a low wall, approximately six to seven feet high, with a staircase cut into it. Climb up the stairs, and you'll be in a narrow passage about waist high. This passage is like a crack down the center of the island, with constant irregular turns and varying width. Blue-green water fills the area on either side of the crack, and huge stone plateaus rise out of the water on either side. These structures are very tall, and all around their rims are small knobs. Even iff the actual rock formations are natural, the knobs certainly aren't. Make your way through the plateaus, and on the far side you will reach a huge wall, towering upwards for at least a few hundred feet and spanning the width of the entire island. As you take in all these magnificent sights, it will become clear to you that this could not possibly be entirely natural. This island has more of the feel of a museum or art gallery than of the real world. Could all of this be Gehn's work, perhaps made to reinforce his godliness to the people of Riven? A crack runs through the center of the wall, in line with the crack you've been walking through. However, the crack does not lead through the wall, only partway into it. When you enter the crack you‘ll find an elevator platform on the floor. Press the button on the left wall and the elevator will ascend most of the way up the wall, stopping in front of a short walkway which hangs out over the island, supported by chains hanging from something stuck through the wall. Could the object supporting the walkway be another giant rebel dagger? It's difficult to tell for certain, but it certainly does appear to be possible. Step out of the elevator and walk out to the end of the platform. You will have a magnificent, though dizzying, view of Riven. You can see all three of the other islands, as well as seeing this island below you. Now you can see the shapes of the five huge plateaus below you. Their surfaces are all flat, and are perforated with lots of small holes. Attached to the railing of the platform is a square-shaped panel, divided into five brass sections. The sections are shaped and arranged the same as the plateaus down below, and all the shapes fit together to form a square. In the upper-left is a medium-size square, the shape next to it is a square with a small attachment on the lower right, the third is a tiny square in the top-right corner, the fourth is shaped like an L, and the final, largest shape fills up the rest of the space. What's more, you should recognize the shapes of the panels. They are the same as the patterns of small squares you've seen on the plaque in the gold dome and in Gehn's lab! Now, see what happens when you press one of the brass panels, starting with the square shape in the upper-left. Soon after you press the panel, the surface of the corresponding plateau will start to ripple! Water is being pushed up through the holes on the surface! Due to the water's unusual properties, it piles up above the surface, creating a mound of water on top of the plateau! It's a little difficult to tell because the water is clear, but you should be able to make out a ring of water in the center of the rock. What could this mean? Try again with the next panel, the center top one. This time, the water will pile up into two mounds: a large one on the left side and a smaller one on the outer spur. The way the water is pushed up, it's similar to the surface of Temple Island, with the gold dome on the left and the smaller hill containing the temple on the right. And now that you think about it, the first plateau was like Book Assembly Island: a ring of cliffs with a lake in the center! These rock formations are miniatures of the islands of Riven, and the water forced up through the holes on the top form crude topographical maps of the islands! Try the other islands, and you'll discover that the L-shaped one is the island you're currently on, while the largest one is Jungle Island, with the large hole in the center representing the village lake. Since there are five plateaus, then, that must mean that there are five islands. However, you haven't seen any trace of a fifth island. You can't even see another island on the horizon. If it exists, the fifth island must be far away. Now, the question becomes: what is the point of this? There must be a point to it, besides sheer beauty or showcasing technological ability. However, there's still a lot to explore on this island, so after you've seen the water mimic the surfaces of all five islands, make sure that all the water is drained out, then turn and head back to the elevator. When you reach the elevator, you'll see that it's open in the back as well, and that you can go through the crack into another area! Passing through the wall will take you to a lake ringed by cliffs, with a wooden walkway built over the lake's surface. Directly in front of you in the center of the lake is a dark red structure sitting on a white, doughnut-shaped float. You can clearly see a staircase leading inside the structure, but the walkway does not lead to it. You'll have to find some way to get inside it, but you can't right now. For now, follow the path to the left. As you walk along, you'll notice that there are several wooden statues or idols sticking out of the surface of the water, with tusks and colored backs; they look like yet more representations of the wahrk. The path will lead into a corner of the lake protected by the cliffs, and in this secluded space spins another fire-marble dome. There is no viewing scope in sight, though, so you'll have to backtrack and follow the path to the other side of the lake. The other half of the path curves around the right side of the lake, and at its end is the viewing scope, pointing across the lake to the spinning fire-marble. Unfortunately, its stand has been knocked to the left somehow, so that it is not focused on the dome's symbols. There doesn't appear to be any way to fix it, so the only way to learn the dome's symbol will be to try to make it out as it spins by. Return to the dome, and you should be able to make out the gold symbol as a circle with a horizontal line through its center. If you still want to stop the dome anyway, there are two methods you can use. One way is to carefully watch through the viewing scope. All of the scopes pause for just a moment when the gold symbol flashes by. Since this one is broken, you can try to press the button at the moment that it pauses, indicating that the gold symbol is at the spot where the lens should be focused. If that is too tricky, you can simply press the button as fast as you can and try to catch it randomly. When you do catch it, the spinning will stop and the gold inner dome will be revealed, just like the other ones. Now you just need to find a way into the floating structure in the middle of the lake. Besides the fire-marble, the only object of any practical significance has been the brass plate controlling the island plateaus. Perhaps the floating structure is somehow related to that. If that's the case, it may only be accessible when the watery topographical maps are being used. It's worth a shot, at least. Walk back out onto the walkway over the islands and press one of the brass panels, say the one for this island (the L-shaped one). After the water has bubbled up to form the surface of this island, turn and walk back through the crack in the wall. Sure enough, a ramp will have extended from the rusty, floating structure, and you can walk inside it! =============================================================================== 2. Mapping Riven [V.D.2] =============================================================================== When you enter the floating structure, you'll see that it was apparently built solely to house a large 5 x 5 grid in its center, since that's inside. Climb up the steps so you can look over the grid, and you'll see that there's a small display panel in front of the grid. It is currently showing four squares lit in the lower-left hand corner, in the shape of an L, obviously representing the island you selected. The top-most square is orange, so press it. All of a sudden thousands of metal pins will shoot up from the grid in front of you with a loud squeaking sound! What's more, the pins will create an exact representation of the jutting spikes at the far end of the island! The pins have risen to various heights, creating a detailed picture of the surface of the island. By pulling a handle on the left side of the display panel, you can rotate the grid 90 degrees counterclockwise. Red lines painted on the pins divide the map into twenty-five sections. By pressing the other lit squares, the pins in the grid will change, displaying a map of another section of the island. This facility provides much more detail on the topography of the islands than the strange watery plateaus outside. By selecting different islands on the brass plate outside, you can view detailed topographical maps of all five islands in here. The question, though, is why? To answer that question, think about it logically. This map room allows you to view highly detailed maps of the surfaces of the islands. And since the map is divided into a grid, it allows you to pinpoint something‘s exact location, so you could use these maps to identify and record the coordinates of a specific location or object. Also, since only one island can be viewed at a time, perhaps the maps are used to locate the position of something on each island, something that all the islands share in common. But what? Is there anything that you have seen on all the islands you have visited so far? To answer that question, think back to where you've seen these patterns of squares before: on the plaque in the gold dome. It showed five pipes radiating out from the gold dome towards each of the symbols, which you now know represent the islands of Riven. Also, from Gehn's lab journal you know that the purpose of the gold dome is to power the fire-marble domes. Could it be the fire-marble domes? Think back, and you'll realize that you have seen a dome on each and every island. Therefore, it would be logical to conclude that the purpose of this facility is to record the positions of the fire-marble domes on each island of Riven. That still leaves the question: why would you want to map the locations of the fire-marbles? Again, remember that all the fire-marbles receive their power from the gold dome. Where else have you seen any kind of grid similar to this? On the upper level of the gold dome, where a huge black machine stood over a twenty-five by twenty-five grid. If you took all the small five-by-five grids for each island here and combined them to form one large square, it would be a twenty-five by twenty-five grid. The solution to the grid puzzle must be the locations of the fire-marble domes! All you have to do is use the map to find and record the location of the fire-marble dome on each island! Study the islands in the order you visited them, starting with Temple Island. Return to the water maps and select Temple Island, then come back to the mapping chamber to find its fire-marble dome. Remember, Temple Island's dome is on a small rocky tower next to the gold dome. You'll find it in the top-left corner of the north-east square on the map, like this: __ __ __ __ __ __ __ |__|##|__ |##|__|__|__|__| |__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| If you have rotated the maps to get a better view, make sure to record the dome's location with the map rotated back to the original orientation. Now simply return to the brass plaque and select the next island, then go back to the map room to find and note its spinning dome. Jungle Island's dome is on top of a large platform in the jungle. Book Assembly Island could be tricky, since its dome is underground, but remember that it was directly below an opening in the ceiling; therefore, simply look for the opening and record that as the dome's location. The current island's dome is not far from where you are now, on the edge of the lake. For the unexplored fifth island, well, it must have a fire-marble dome, too. Luckily, it is tiny, consisting of only one square. When you examine it on the map, you'll see that is nothing more than a large, flat rock. Off to the side, though, on a smaller rock, is the dome. When you're finished mapping all of the domes, their locations should look like this: Temple Island Jungle Island __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__|##|__ |##|__|__|__|__| |__|__|__|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |##|__|__|__| |__|__|__|##|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| Book Assembly Island Fourth Island __ __ __ __ __ __ __ __ __ __ __ __ __ |##|__| |__|__|__|__|__| |__| |__|__|__|__|__| |__|__| |__|__|__|__|__| |__|__ |##|__|__|__|__| |__|__|__|__|__| |__|##| |__|__|__|__|__| |__|##|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| Fifth Island __ __ __ __ __ __ |##| |__|##|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| =============================================================================== 3. Below the Surface [V.D.3] =============================================================================== Well, now that you've found the locations for all of the fire-marble domes, you have learned half of the solution to the grid puzzle at the top of the gold dome! You know where to place the marbles, you just need to know which color marble goes in each place. It doesn't look like you're going to find out that part of the puzzle here, though. Actually, you've now explored all that you can on the surface of this island. All that's left is to backtrack and try to figure out a way to get to the door on the other side of the mag-lev station. Return to the elevator in the wall, descend, and walk back through the island plateaus and the jutting rocks until you reach the mag-lev station. If you could only get across to that other door! There must be a way: there's another call button over there. You can't jump the gap, crawl through the mag-lev tunnel, or walk across a bridge or platform, though. It's time to think about this logically: what is there that can connect the two parts of the platform? There's only one thing: the mag-lev. How can you use the mag-lev to get to the other side? Well, think about how the mag-lev works. If you were going to leave right now, you would get in, turn the car around, and then leave the island. Wait a minute... turn the car around! Get in the mag-lev and turn it around so that you are facing the exit, as if you were going to go back to Book Assembly Island. Once you do, the door will open again, on the other side! Exit the mag-lev on the opposite platform. A task that at first seemed impossible turned out to be deceptively simple. Now you can go through the door at the far end and explore underneath the surface of this island. The door leads to a hallway leading straight. Follow it, and it will soon end at an orange-lit pool of water; this must be the spot you looked down on from the center of the jutting rocks above. You're going in the same direction as on the surface, you're just underground this time. Since the path dead-ends at the pool, pull the lever on the left. Chains hanging down into the water will start to move, and suddenly an elevator car will emerge from underneath the water, coming to a stop in the center of the pool. The car is elaborately decorated and has a luxurious appearance, very different from other elevators you've encountered. Once the elevator is above the surface of the water, the front wall of the elevator will lower, creating a bridge inside. Walk into the car and press the button on the left. The door will close and the elevator will descend into the orange water, rotating 180 degrees as it does so. Once the elevator comes to a stop, the elevator will not be underwater, but inside a tunnel. Before the door to the elevator opens, a grate in front of it will raise, allowing the door to open and you to exit. The elevator deposits you in a hallway with glass walls, and through them you can see a bright orange glow all around the tunnel. It's hard to tell what exactly it is that is outside the hallway, whether it is magma, super-hot water, or something else altogether. At the end of the hallway, you'll pass through a gateway and into a cave. Follow the stone path as it winds through the narrow tunnels, and eventually you'll emerge in a slightly larger tunnel. There, standing on the path up ahead, you'll see a man! He's wearing a white robe and will be reading a book he's holding; this man must be one of Gehn's servants! After a second, though, he'll look up and see you. He'll immediately run through a passage to the left. Quickly, follow him through the passage, and you'll see that it leads to another mag-lev station. You'll get there just in time to see the man inside the mag-lev car, turning it around, and then zooming off. This is the first time you've seen anyone since Jungle Island, and the only time before that was when you arrived on Riven. The man obviously was surprised to see you, and did not want to stick around to introduce himself. He is probably off to notify Gehn of the stranger on the island. However, there's no use in going after him; he's gotten too big of a head start. This mag-lev station, though, is different from the one that you arrived in; you'll have to see where this track leads after you're finished exploring this island. Once the man has gone, return to the main passage and continue following it. It ends at a narrow staircase carved into the rock wall. Climb the staircase, and you'll be in for another incredible sight. =============================================================================== 4. The Survey Room [V.D.4] =============================================================================== The staircase leads into a huge cavern full of stalactites and stalagmites, and at the far end of the cavern is an enormous window, looking out at deep blue water. The window must be looking out into the the lake that the map room was floating on. A metal walkway leads across the cavern, then climbs up to a chair perched atop a huge rock pillar. It truly is an awesome view. Walk across the metal platform and up the stairs to the large chair on top. On either side of the chair are two poles with metal spheres on top. Sit down in the chair, and you'll see that there is a lever on each armrest, with a button in the center of the right lever. Press the button, and the chair will rotate, so that you will be looking out into the lake. Since you've been working from left to right, pull the left-hand lever first. The pole on the left side will drop down, depositing the large metal ball in your lap. Looking down at it, you'll see that it is a display console of some sort. There are two buttons on either side of the circular screen, along with six tabs around the edge of the display, but they won't move. Press the button on the left, and the screen will light up. It will display a small room with a woman inside. It's difficult to make out many details of the room or the woman, but you will see her walking around the room, playing with her dress, or walking out to a small balcony. Who is this woman? Why would Gehn want to spy on her? Does she know she's being spied on? You know that Catherine is on Riven somewhere; Atrus sent you here to rescue her. Could this woman be Catherine? It's impossible to tell, but it certainly is a possibility. On the other hand, it could be Gehn's wife or simply some Rivenese girl, and this is his sick way of expressing his affection. Another thing you don't know is where this woman is. You certainly haven't been in this room before, although it's possible that it could be on some unexplored part of one of the islands. It could also be on the mysterious fifth island, but for now there's no way to tell. Hopefully, you'll be able to identify this woman later. Now it's time to try the other button. When you push it, the view in the screen will change, and the rotating tabs will unlock as well. The image in the display will be dark and graing, and it will be difficult to tell what you're looking at. By rotating the tabs around the display, though, you can rotate the view as well. Pull the tab at the bottom right to rotate the camera one sixth of the way around to the right. Keep rotating the display, and it won't take you long to discover that the images are from the village lake! You can see the school, the execution platform, and the dock. Do you remember the camera sticking out of a small rock near the village dock? This must be where that camera sends its images! Gehn can use this camera to monitor the movements of the entire village. Apparently there is no privacy under Gehn's rule. As you rotate the camera around the lake, though, do you notice any particular view that seems a bit peculiar? Do you see anything that stands out at all? The view which focuses on the entrance to the lake from the blue cave is a little bit odd. The outline of the cave and its reflection in the water almost look like a fish, one with large triangular fins. It must just be a coincidence, though... or is it? Look closely, and you'll see a brown dot sitting on the surface of the water, in the same spot as the fish's eye would be! This is the same trick that many of the wooden eyes have used: placing the eye so that when seen from a certain viewpoint, the surroundings formed the shape of an animal, with the wooden eye in the place of the actual animal's eye. But this obviously can't be the same thing, since you've already found five wooden eyes, and that seems to be all that there are. However, the fifth wooden eye, the one you found in Gehn's lab, was not in its normal place. What did the note Gehn left say about it? It said that he had found it "floating, but anchored, near the entrance to the bay," while observing the villagers from the scope in his "survey room"! So it is a wooden eye, and it forms the silhouette of a fish! You now have an animal and a number associated with each of the wooden eyes! The only thing you don't have is a place to use all this data. Hopefully that will come soon. Well, you've certainly learned a lot from Gehn's "survey room," and you still have another display to examine! Perhaps "Survey Island" would be a good name for this island, considering that it's used to survey the terrain of Riven and "survey" the activities of the villagers. Now it's time to investigate the other display console. Move the left-hand lever back up to remove the spherical console, then pull the right-hand lever, and another round display screen will fall in front of you. This one, though, is different. It has six buttons around the display screen, as well as six tabs. The screen automatically came on when you pulled the lever, and it will display a metal pole mounted underwater. The buttons are marked with six circular symbols, several of which you will recognize as being printed on the spinning domes. The bottom button, a circle with two curved vertical lines and a dot in the center, is framed in a pentagonal wire. Press the button, and a blue light will shine out from the base of the pole! You can use the tabs to rotate different buttons into the wire frame, which will rotate the display so that it is showing a different metal pole. Once a button is inside the wire frame, then you can press it, and a colored light on the pole will turn on. The next button is simply a circle with a dot in the center, and pressing it will turn on a green light at the base of the pole. Since these poles are underwater, they could be in this lake. In that case, they are probably connected to the wooden idols you saw above the surface, which had different colored stripes on their backs. As you continue to press the buttons, you'll discover that the next two turn on yellow and orange lights, respectively. The fifth button's symbol resembles a cat eye, but before you press it, take a careful look at the view from the display. In the background you'll see a large golden ring, with blackness inside. The camera is pointed at the window in front of you! That definitely proves that the lights are in this lake. When you press the button, look up from the display screen. You'll see a red light glowing through the large window in front of you, and what's more, you'll hear something, too. A long, high, mournful sound will pierce through the water, much like a whale call. Then, after a few seconds, a wahrk will swim in front of the window! With its high, arched back, narrow fins, large tail, and deadly tusks, it is unmistakable. It certainly is large, probably measuring eight to ten feet in length, and it has a menacing gaze. Once it swims up to the window, though, it will pause and stare at you with a look of curiosity for a few seconds, almost expectant, and then swim off, sending out another mournful wail as it does. So, the wahrks are definitely not mythical. Also, its call should be familiar. The wooden eye in the sunners' lagoon, the one which formed a crude silhouette of a wahrk, made the same sound. That seems to confirm that the animal connected with the sunners' lagoon eye is the wahrk, especially now that you know it's real. Gehn must keep this one as a pet, and it has apparently been trained to come when the red light is lit, perhaps as a feeding signal. If you want to be mean, you can keep turning the red light on. The wahrk will keep appearing, but he will get testier each time when no food appears. The fourth time you call him he will be really mad, and will ram the glass in front of you! After that he won't come back for a long time. Well, you still have one more button to try, this one a circle with a vertical line through the center. When you press this button, though, nothing happens; the light must be broken. Now, what is the connection between these symbols and the colored lights? Have you seen anything else that might give you a clue? If you recall, these symbols appeared in Gehn's journal when he was discussing the D'ni's use of a six-color system. There are six symbols, and pressing the buttons causes a colored light to turn on. These symbols must represent colors! But that brings up something else: these symbols are the same as those used to open the fire-marble domes. What is the connection between the colors and the domes? Why would each dome need a specific color associated with it? The reason is the same as why you needed to record the location of each dome in the map room: the gold dome‘s grid puzzle. You discovered the placement of the marbles in the map room, and the symbols tell you which color marble is used for each dome! Now you need to go through each of the symbols again to discover which fire-marble dome they correspond to. The first, the one that emits a blue light, is unfamiliar; it hasn't been the symbol for any of the domes you've encountered. The next one though, the circle with a dot, is the same symbol as the one on the dome on Temple Island, so its dome will be marked by a green marble. The third symbol, the yellow one, is also unfamiliar. The fourth, the horizontal line, is the symbol for the dome here on Survey Island. The red cat-eye symbol is also unassociated as yet, but the final, vertical line symbol is that from the dome on Book Assembly Island. Unfortunately, its lamp is broken, so you still don't know what color is associated with it. This table will summarize all the information you now have: SYMBOL COLOR FIRE-MARBLE DOME ((.)) blue ? ( . ) green Temple Island (<.>) yellow ? (---) orange Survey Island (<|>) red ? ( | ) ? Book Assembly Island Note the way the color symbols have been represented. They are designed to resemble the central portion of the symbols, chopping off the top and bottom parts. The color symbols will be represented this way whenever they are referred to. You still haven't been able to reach the dome on Jungle Island, though, and you have no idea which symbol is on the dome for the fifth island, so you still don't have a complete picture, but you've made a good start. The only catch, though, is that if each symbol is associated with a different dome, then one symbol will be left out, since there are six colors but only five domes. However, you must remember that in the journal entry in which Gehn discussed the six colors, he expressed his belief that there must be a deeper connection to Five. It will probably turn out that only five of the colors will be used, then. You have certainly learned a lot on this island. You have gathered all the missing information connected with the wooden eyes and have found most of the solution to the gold dome grid puzzle. You've been gathering lots of pieces, and now it's time to start putting them together. You've now explored everything there is on Survey Island; it's time to leave. Return the display to its upright position, rotate the chair back around, and leave the survey room. When you emerge on the path again, take the side passage to the second mag-lev station, the one Gehn's servant escaped from. Press the blue call button to summon the car, and climb in when it arrives. Turn it around to face the exit tunnel, then push the switch forward and hang on for another high-speed ride over the ocean as the mag-lev travels back toward Jungle Island. The car will come to a stop in a small cave, and hopefully this will allow you to access some new, unexplored regions of Jungle Island. ____ | \ ******************************************************************** _| \ E. THE MOIETY [V.E] |._______| ******************************************************************** --| \ =============================================================================== 1. Above the Jungle [V.E.1] =============================================================================== The mag-lev will come to a stop in another underground station beneath Jungle Island. Climb out of the car onto the platform, and you'll see that the only exit is a passage through the rock. Follow the passage, and it will terminate at an elevator platform. Step into the elevator, and when you raise the lever by the door the elevator will ascend, first through rock, then through wood. When the elevator stops, you will be facing a wooden passage that leads nowhere. The car stops in front of a short, narrow, cramped passage that extends for a few feet and then stops. The only things there are a black lever and a mag-lev call button. Before you pull the lever, though, notice something about the elevator control lever. When you moved the lever up to ride the elevator, the lever only went up halfway. This elevator must travel to another, higher level as well. You'll have to remember to ride the rest of the way up after you pull the lever. Now, go ahead and pull the black lever in front of the elevator. Slowly, with a deep, creaking sound, the floor in front of you will lower, forming a staircase onto the ground outside! The edges of the staircase, though, are not straight, but jagged, almost like teeth. Climb down the stairs, and you'll find yourself back in the jungle. Turn around, and you'll see that you just climbed out of the mouth of the giant wahrk idol! The jagged edges were the wahrk's teeth, and the lever simply opened the idol's mouth! Also, when you turn back around to face the path, you should notice something about one of the lamps flanking the walkway: the left-hand lamp has an orange pin sticking out from the top of it. This must be a secret control to open the wahrk's mouth from outside, rather than from the elevator. If you want to, follow the path up a little ways from the wooden wahrk, and as you approach the Y-intersection beneath the spinning dome, you'll run into a small girl standing on the path. The girl will stare up at you with a smile for a few seconds, then turn and run back towards the intersection, tripping as she does so. Since you haven't passed any of the watch towers, the villagers haven't been warned of your presence yet, so they aren't hiding from you for the moment, which is why you saw the girl. Since the first level of the elevator turned out simply to be a shortcut, you should go ahead and see where the upper level leads. If you left the idol's area, then the mouth will have automatically shut. Return to the idol and find the secret pin, which will be on top of the right-hand lamp as you face the idol. Pull the pin up, and the wahrk's mouth will open. Climb back up the stairs into the elevator, then move the lever up again. The wahrk's mouth will shut, the lever will reset, and the car will turn about 45 degrees to the left before ascending again. When it comes to a stop, you will be facing a metal walkway high amidst the trees. Follow the walkway as it leads straight ahead, giving you an excellent view of the jungle. After a little while another path will branch off to the right, but stay on the main path for now. It will soon become apparent that this walkway leads to the Jungle Island fire-marble spinning atop its high platform! You have finally found a way to reach it! Unfortunately, there is no scope in sight. Before you follow the walkway past the dome, perhaps you should go back and investigate the path that branched off a little ways back. Return to the intersection and follow the second walkway, which will be on your left this time. Eventually the walkway will curve to the left, and there you will find the viewing scope, pointing across the jungle towards the dome. Look through the scope and watch carefully as the symbols spin by. When you're able to catch the gold symbol, you'll see that it's the one that resembles a cat-eye. From the colored lights in Gehn's survey room, you know that this symbol represents the color red. Once you catch the symbol, the dome will stop spinning and the gold inner dome will roll into place. Return to the fire-marble and you'll see that it is exactly the same as all the others, complete with the slider lock. Soon you're going to have to figure out the combination to these domes, but that can wait for a little bit longer. Now follow the walkway as it continues past the dome. =============================================================================== 2. Prison Passages [V.E.2] =============================================================================== As soon as you climb a short staircase over the lip of a ridge, you'll see the top of one of the watch towers and will hear the alarm sounding. You're back, and the villagers don't want (or aren't allowed) to have any contact with you. After the siren subsides, go ahead and continue along the walkway. You are crossing over the cleft which connects the logged area, the jungle, and the village. Once you reach the other side of the ridge, you will see a tiny chamber surrounded by a number of large boulders. The chamber is barely large enough for a person to enter, and has a tiny door facing the path. Climb inside, and you'll discover that the chamber's sole purpose is to house a large chair, which is more like a throne, in the center. The chair is flanked by large skulls on either side with curved tusks. Could they be wahrk skulls? Whatever they are, it's somewhat disturbing that Gehn would choose to decorate his throne with bones. Sit down in the chair, and there will be two levers in front of you. Go ahead and pull the left lever, and the chair, with you in it, will begin to ascend! As the ceiling overhead opens up, the chair will rotate, so that you will be sitting on top of the chamber with an excellent view of the village. Hold on tightly to the chair, and look down. Directly in front of you is the execution platform. Could this be where Gehn oversees the killings? He must appear powerful and menacing to the villagers below as he looks down on them from high above, which is probably his intention. Now try the right lever, and five panels around the rim of the execution platform will come together in the center, creating a floor over the water in the center of the execution platform. Since prisoners are executed by being lowered into the water, the new surface would prevent them from reaching the lake. Gehn must get a sadistic pleasure out of watching some poor person being lowered down, then opening the panels at the last instant, sending the native down into the water, where a hungry wahrk awaits. The question now, though, is can this help you? With the panels in place, it would be possible for you to stand in the center of the platform, not just on the rim. Is that significant at all? Think back to the first time you were on the platform. There was a handle, and pulling it lowered down the metal stocks that the prisoners hang from. After a few seconds, the bar returned back to the top of the structure. From your viewpoint above the village, you can clearly see a gangplank leading from the apex of the execution platform to a walkway along the cliff wall. Is there any way you can reach that walkway? There is, if you use the metal bar as an elevator to lift you up to the top of the platform! Now that the panels are in place, you could grab the metal bar and let it pull you up to the top of the execution platform! Now that you have a plan, you need to get back to the platform. Pull the left lever again to lower the chair, then exit the tiny chamber. Follow the walkway back to the tree elevator, and take the elevator down to the wahrk idol. Walk out of the idol and follow the path to the Y-intersection, underneath the newly opened fire-marble. Take the right-hand path to leave the jungle, and take a right in the cleft to enter the blue cave leading to the village. Walk along the catwalk to the village dock, where the underwater car should be waiting, right where you left it. Climb inside and turn the car around, so that it is facing back towards the execution platform. Moving forward twice should bring you to the platform, and with the panel in the center, you can now stand in the center of the structure. Find the handle hanging down from the apex and pull it. The metal bar with the ankle holes at either end will lower, stopping a few feet above the ground. Now, walk out onto the center of the platform and grab onto the bar. Hold on tight, though, because after a few seconds the bar will begin to climb back up, carrying you with it! When the bar finishes its upward journey, you can step onto the narrow gangplank connecting the top of the execution platform to a metal walkway that hugs the side of the cliff. Across from the gangplank, a large circular grate or hatch has been set in the face of the cliff. Carefully cross the gangplank onto the walkway and look through the bars of the grate, which are arranged in a pentagonal shape. Through the grate you'll see a man slumped in the corner of a small room carved in the cliff! He appears to be asleep, but after a moment he will look up at you for a moment, with a sad, hopeless look upon his face, then drop his head down again. The prisoner, for that is obviously what he is, is a Rivenese native wearing a dirty white coat, along with a red headband, just like the rebel who freed you wore. This man must be a member of the Moiety who has been caught by Gehn! Since his cell is directly across from the execution platform, it would seem that this man does not have much longer to live. If only you could help him somehow! Look around, and you'll see something set into the cliff to the right of the cell, at the end of the walkway. Walk up to it and you'll see that it is a wheel decorated with Gehn's star emblem. Turn the wheel, then look back at the prison cell. The hatch will slowly open! When you run back to the prison, though, the prisoner will be gone! What? How is this possible? You were watching the door the entire time it was opening! There was no way he could have gotten out without you seeing him. The only explanation is that there is another, secret exit from the cell! You'll have to search the cell to find it. Step inside, and you'll see that the cell is quite bare, nothing more than a small square room carved into the rock. The only things in the cell are a metal plate and a small drainage grate. Well, there's nothing for it; you'll have to see what's underneath that grate. Grab the grate, and you'll find that it will swing open easily. Now you have no choice: stick your hand down in the grimy water, and you'll find something! There's a handle hidden underneath the grate! Pull the handle up, and a section of the back wall will slowly slide back with a deep, rumbling sound! You've found the prisoner's escape route! Step through the opening into a small cave. There's another handle on the floor, so you will be able to get out. Go ahead and shut the door behind you, then head off into the cave. It will soon be pitch dark, just like when you had to crawl through the boiler's drainage pipe on Book Assembly Island. Keep moving forward and put your hand on the wall to feel the way. Finally you'll see some light ahead, and you'll be looking out onto the ocean. The tunnel just stops and runs into the ocean, a dead-end. Did the rebel swim off to some other part of the coast, or did you miss something in the darkness? There's definitely not anything worth mentioning here; except, that is, for a short wooden stick attached to the wall. There's a small sphere attached to the stick, and you might as see what it is. Touch the sphere, and a bright white light will shine out from it! This should allow you to see a little bit of the way back up the passage. Turn and head back, and after a few steps, just as the light is failing, you'll find another light ball! Touch it to light it up, too, and continue back along the cave; there's another one! You should be able to make your way all the way back to the entrance by using the strange lights. Once you've made it back to the entrance, you can go down the tunnel a second time, looking out for anything you missed in the darkness. About halfway down the tunnel on your second pass, you'll find something! The cave forks into two tunnels: the passageway you followed passes through an open doorway to the left, but there is another door on the right, one you couldn't see in the dark! Pull the door to open the right-hand passage, and it will block the left-hand passage. The new tunnel is lit, fortunately, and after following it for a while, it will end at an open doorway. =============================================================================== 3. The Moiety Chamber [V.E.3] =============================================================================== Through the narrow stone entryway lies a remarkable room. The room is circular, and arranged in a large circle in the center of the room are stones about two feet high, standing vertically. The effect is rather like a large gear in the center of the room. At the far end of the room is a large, concave circle, almost like a gateway, and in the center is a flat, square stone with a Moiety knife painted on it. This room is obviously of some importance to the Moiety; perhaps it serves as a gateway to their hideout or their resources. It must lead somewhere else, though, since this is where the rebel prisoner went, and he's not here anymore, so you need to find another way out of this room. Examine the circle of stones in the center of the room. There are twenty-five of them, and they all have a picture of an animal on them. All of the animals must be Rivenese, but you have not seen most of them. There are a few familiar ones though: the golden beetle, the sunner, and the wahrk for example. If you touch one of the stones, it will lower several inches into the ground. After you have lowered five stones, they will all rise back up when you try to touch a sixth. These stones must serve as some sort of combination. When the five correct stones are pressed in the right order, it should trigger something, hopefully another exit. The question now is: what sort of information do you have relating to animals and connected to the rebels? The answer, of course, is the wooden eyes! You have been slowly and gradually collecting lots of information associated with these eyes all over Riven, but you have never been able to find out what to do with it! This is it: this room is the reason for the wooden eyes. The rebels have left the solution to this puzzle on the wooden eyes all over Jungle Island! Before you begin to try to solve this puzzle, first put together everything you know about each of the eyes. Now that you‘ve visited four of Riven‘s islands, your information is more complete than the first time you assembled this information, whereas there were many gaps in the data after your first exploration of Jungle Island. The first three eyes that you found both made a sound when rotated and had some sort of silhouette associated with them. The silhouette formed the shape of an animal, with the wooden eye in the same spot as the animal's real eye would be. The sound made by the eye is the call made by that animal. The fourth eye, the one in the jungle, did not have an animal shape connected with it, but the sound it made was the call made by the sunners. The fifth eye was tricky. You first found it in Gehn's lab, where he had removed it from its socket at the entrance to the village. Then, while you were studying the village spy camera, you noticed that the outline of the cave at the entrance along with its reflection in the water form the shape of a fish with triangular fins, like ones you may have seen hanging up in the village. There was a brown dot at the spot the fish's eye would be, and since that was the location where Gehn found the eye, you deduced that that was the location of the fifth eye. Given that everything in Riven has come in fives, that seems to be all of the wooden eyes. You have to admire the rebel's ingenuity: they access their secret chamber from Gehn's own prison and placed the solution of its puzzle all over Jungle Island, yet Gehn never even noticed! All of your information about the wooden eyes can be summarized in the following table: LOCATION SHAPE SOUND D'NI NUMBER ARABIC NUMBER mag-lev station ytram chirping, clicks ] K[ 3 sunners' lagoon wahrk sad whale call ] H[ 5 beetle pool beetle buzzing, clicking ] D[ 2 knife in jungle none wheezing, snorting ] L[ 4 village entrance* fish** none ] I[ 1 * found in Gehn's lab ** viewed from survey room Now you need to figure out how this information relates to the animal stones. Basically, you need to know which stones to push down and in which order. The animal must be determined by the eye's sound or the shape that is formed around it, and the order must come from the D'ni number printed on each eye's back. Since you've deduced the D'ni numbers one through ten from the game in the school, you have determined that each eye bears a number from one to five. So, the information in the table above can be simplified down to this: LOCATION ANIMAL NUMBER mag-lev station ytram 3 sunners' lagoon wahrk 5 beetle pool beetle 2 knife in jungle sunner 4 village entrance fish 1 These are the animals whose stones you should press, in the order specified by the number on their eye's backs! This information will give you the following combination: 1. triangular fish 2. golden beetle 3. ytram (frog) 4. sunner 5. wahrk You shouldn't have much trouble finding the correct stones, since most are easy to identify, but a few of the images are a little tricky. Just remember that the pictures are not meant to be scientifically and anatomically correct. The first stone should be the one bearing the image of the fish with large, triangular fins. Once you've found it, touch it to lower it into the ground. Next is the golden beetle you saw crawling on the post of the gate into the jungle. Third is the beautiful ytram, the frog you were able to trap on Book Assembly Island. After that is the sunner, the odd but docile animals who seem to do nothing bask in the sun on their rock. Last comes the wahrk, the huge, powerful, and dangerous animal you were able to see eye-to-eye in Gehn's survey room. Its stone is at the front and center of the ring, so take a deep breath, press it, and step back. For a few seconds, nothing will happen. Then, the large concave stone circle in front of you will begin to ripple! Water is clinging to the wall, and now it is rippling. Soon, the water will start flowing through channels along the sides to the other circle behind you, the one that contains the doorway. Once all the water has flowed away, the wall will be glistening wet. The flat panel with the Moiety knife on it will roll back, and a small rock shelf will slowly move forward through the opening. Approach the shelf and you'll see that on it is a Linking Book! This room serves as the gateway to a rebel Age! The Book is charred around the edges and has a rectangular crystal placed over the linking panel. Looking through the crystal at the linking panel will give you a glimpse of the Age this Book links to. A huge, tree-like structure stands on an island in the center of a flat lake ringed by dark cliffs. The world appears to consist of two colors: blue and gray. Once you've watched the fast-moving flyby, press your hand to the linking panel. You will feel yourself being sucked into the Book, and then reappear a moment later in a different Age. =============================================================================== 4. The Moiety Age [V.E.4] =============================================================================== You will materialize on a tiny wooden pier at the edge of a lake. The surface of the lake is smooth, with only the slightest of waves moving across it. On an island in the center of the lake is what looks like a giant tree. However, instead of separating into limbs and branches, the tree's trunk appears to support an enormous sphere sitting on top of it. You can see lights from inside the sphere; it must be the rebel hideout. The lake is surrounded by colossal cliffs, much higher than any you've encountered on Riven. The whole world is very dark and muted: the water is a grayish blue, the tree and giant sphere are gray, the cliffs are dark, and there are gray clouds overhead, though you can see a blue sky behind them. All in all, the place has a very mysterious, almost ominous mood. Also, though you are standing on a pier, there is no sign of a boat or any other means of reaching the tree. There is, however, a tunnel into the cliff behind you. Turn and walk down the short tunnel. It leads to a small chamber containing nothing but a strange statue:a figure, stabbed with Moiety daggers all over its body, holds another Linking Book in its open hands, probably back to Riven. It is impossible to tell whether the figure represents Catherine, Gehn, or some other person. As you enter the chamber, though, you'll hear voices behind you! Turn around, and you'll see the prisoner you tried to free along with another rebel on either side of the doorway! The prisoner will point at you as the other rebel, who is in the same black outfit the one who freed you wore, raises a blow gun to his mouth. You'll feel a sharp pain as the dart hits you, and then you'll feel nothing as you fall unconscious. After several minutes, you will partly wake up, and will find yourself lying in a boat sailing towards the giant tree, with the rebel prisoner looking at you and trying to talk to you. After a few seconds, though, you will drift back into the blackness. Finally, you will regain consciousness, and will find yourself lying on a flat, narrow rock, looking up at a rock ceiling. Get up and you'll see that you are in a small room. There's a window to the left of the rock slab that served as your bed, and looking through it will confirm that you are inside the giant sphere. This place is bigger than it seems, too, since you are very high up, with the pier you linked onto only a tiny brown spot against the gray of the insurmountable cliffs. Looking around your room, you'll see that it's certainly not luxurious. It is made of rock, and the only "furnishing" is a rock ledge that serves as a counter, on which sits an empty bowl. Walk through the passage past the table and you'll find the door to your room: a locked, wooden gate. You can definitely understand the Moiety's need for security. You would probably react the same way if a stranger made his way into your secret headquarters. If only you could convince them of your good intentions! Looking through the window in the gate will give you a fascinating view. Inside the giant sphere are lots of smaller structures, probably individual dwellings, connected by bridges and stairs. You can hear voices and see people walking about inside. The whole place is rather like an enormous hive consisting of many smaller sections. The rebels definitely have a fascinating place for their home. Unfortunately, you're stuck in this cell. You can't get through the gate, and trying to escape through the window would be suicide. You'll simply have to wait for someone to come to you. Luckily, you won't have to wait long. Almost as soon as you go back down the short passage to your room, you'll hear a rattle as the chains are unlocked and a squeak as the gate opens, and a woman will walk into your room. She is dressed in the black Moiety garb, but she is not wearing goggles or a mask. She has a look of fear, almost desperation on her face, and those same emotions come through in her voice. She will speak softly and calmly to you, and though you can't understand her language, the first word she says sounds something like "Catherine". From inside a red cloth she holds, she will reveal two books and set them on the shelf. She is obviously asking you to do something as she pleads and points at the books, and then she will leave, locking the gate behind her. Once the woman has left, pick up the two books she left you. One is a journal, and the other is your Prison Book! The rebel who freed you when you first arrived took this Book with him, and it has finally been returned to you! Now you have the means to trap Gehn, per Atrus's instructions. If you want, you can open the Book and look through the linking window at what appears to be D'ni, but which you know is really a trap. Just be very careful not to touch the panel, or you would trap yourself! Now that you know you have the Prison Book back, you need to read the journal the woman gave you; it must be important. =============================================================================== 5. Catherine's Journal [V.E.5] =============================================================================== The journal is written in a woman's hand, and begins describing the writer linking to Riven. She arrived in the same cage that you did, but she too was rescued by Moiety scouts. Just a few pages into the journal, though, is a note from Catherine which has been stuck inside the journal! It reads: I write quickly from my prison... Nelah will return your book which the Moiety intercepted upon your arrival. After questioning her, I've concluded that it was written by Atrus for a very specific purpose. Gehn will desire to use it... although he may have suspicions. If you can find my prison, you will still need the combination to release me; Gehn keeps it in his office. Then, I assume, we're to signal Atrus... I think I know how it might be done. But don't signal him before I am released. Catherine So... things have gotten interesting. It looks like your hope has not been realized: Catherine is not with the rebels, she is in prison. That means that the woman you saw from Gehn's survey room probably was Catherine, whom you can imagine Gehn would want to keep a close eye on. Also, you now know that the woman who visited you is named Nelah. Most importantly, Catherine knows that you've been sent by Atrus to trap Gehn and rescue her, and she knows your Book is a trap. She tells you where to find the combination for her prison, although she must be referring to a different "office" than Gehn's lab on Book Assembly Island, and that she knows how to signal Atrus! Great! If you can find Catherine, it appears that she will be able to help you out a lot! Unfortunately, she has been captured by Gehn, and so is definitely not on this Age. Now you know why Nelah was so passionate when she delivered the books: she wants you to free Catherine. Also, now you know that the journal belongs to Catherine, and it is describing what happened to her after she was tricked into returning to Riven. Returning to the journal, you'll learn that Catherine was found by the Moiety and taken back with them. She has learned a lot about their beliefs and history, which she explains in the journal. Catherine and Atrus apparently had a confrontation with Gehn at the Fissure when Gehn became trapped on Riven. Many of the Rivenese saw this confrontation, and two actually witnessed Catherine linking to Myst and Atrus falling into the Fissure, an act which trapped Gehn on Riven and sent the Myst Book to Earth, where you would eventually find it. The Rivenese could tell that Gehn had been proven a weak imposter, not the god that he would have them believe. Over the years Catherine has been gone, their beliefs have grown to the point that they believe Atrus to be a true god and that Catherine, as his wife, is becoming a god, and will rule Riven forever. Catherine has a hard time dealing with the fact that she is believed to be a goddess, and the Moiety have a hard time knowing how to interact with her. The next few entries describe how the Moiety have totally separated themselves from the other villagers and live in a complex cave network underground. (This entry was obviously written the Moiety had access to this Age.) She also describes the Moiety's small efforts to hurt Gehn and scare the villagers, as well as the elaborate costumes and masks they wear when they go on these raids. You will also read with sadness how Catherine realizes that she has been tricked here by her sons, Sirrus and Achenar, but is grateful that Atrus is not here, because he would be in danger from Gehn. Atrus's family is truly a sad story. In the following entry Catherine describes her first visit to the surface of Riven, and her shock upon finding it totally different from what it was when she lived here. According to Catherine, Riven used to be one large island, but as it has decayed it has broken up into five islands. That is why all the island shapes fit together to form one large square! She also writes that Gehn has claimed all but Jungle Island, which the natives call Riven (though they also call the entire world Riven), for his personal property; that's why Jungle Island is the only one where you have found Rivenese natives. She also explains that the fifth island has moved very far away, and little is known about it except that it is where the "Great Tree" was. She says that the reason for the Age's decay is because Gehn wrote it, and all of his Ages eventually decay. A few entries later, Catherine expresses her surprise when she finds out that Gehn is making Books, although he still hasn't gotten them to work yet. He is using all of Riven's people and resources to try to escape and pursue his godlike dreams of restoring D'ni. The next entry contains lots of information about the Star Fissure, as Catherine has found its location on Riven! It is on the island called "Allapo", which doesn't help you much, but she goes on to describe how Gehn has covered it with heavy iron and placed a telescope over it. The journal then contains a picture of the conical structure just outside the cage where you arrived on Riven! That telescope is on top of the Fissure! Catherine feels that it is good that it has been sealed, and that opening it now would be catastrophic to Riven due to its decay. She also relates the story that Gehn tried to determine where the Fissure led by throwing people into it, but he was unable to learn anything. You, of course, know where it leads: to Earth, since the Myst Book fell into the Fissure, and you ended up finding it. Catherine also recalls Atrus's observations on the Fissure: that it has a very safe, life-sustaining atmosphere, and recalls the words from his journal, "I realized the moment I fell into the fissure that the Book would not be destroyed as I had planned. It continued falling into that starry expanse..." However, the origin of the Fissure is a mystery to her, and she and Atrus have come to accept that it was created by "the will of the Maker". After that, Catherine describes the reverence with which the Moiety treat their symbol: the daggers that appeared on Riven when Catherine wrote them in. She also describes how Gehn exploits their belief in the power of symbols, and how they are afraid of Gehn's symbol and of the wahrk. The next entry reveals Catherine's shock when she discovers that Gehn has created a working Linking Book. She describes how he built the spinning domes to correct the flaws in his Books and the enormous amounts of power they require. She also explains that apparently he had made this breakthrough some time ago, but had kept it so secret that the Moiety have only just found out. She also tells how the Moiety were able to steal a partially burned Book that Gehn had started writing and then discarded. In the next entries, Catherine begins her plans to write a new Age for the Moiety from the stolen Book. She explains how if they can get access to one of the domes, they can use it to power the Book. A couple entries later, Catherine lists what has happened since her last entry. They have stolen another Linking Book, allowing Catherine to return to Riven after she links to the new Age. However, she is worried that Gehn will miss the Book. They have also found out the combination to open the domes, but don't know how they're powered. Catherine realizes that they're going to have to find another way to get the Books to work, since they'd only be able to link using the domes once, and for a short amount of time. She plans to write a substance into the Moiety Age that will correct this problem. The next entry explains her plans: they will wait for Gehn to power and use the domes, then use the domes to power the Moiety Age Book just once. Catherine will link there, and apparently she has written a substance into the Age that stabilizes Gehn's Books. That must be the crystal Gehn described in his journal, and which was placed on top of the Linking Book to this Age. She will return with several of the crystals, so that they won't have to use the domes anymore. The final entry proclaims the plan a success: all of the Moiety have transferred to the new Age, the one you are on, which they have named "Tay". They are free, happy, and finally have peace. Catherine plans to return to Riven to see Gehn's reaction, but the journal ends there. That must have been when she was captured and imprisoned by Gehn. A very informative and revealing journal, to say the least. Through this journal, Catherine has been able to teach you much about Riven's history and current condition. As soon as you finish reading Catherine's journal, you'll hear the gate being opened a second time. Nelah will appear again, and with another desperate, unintelligible speech, will place a Linking Book on the rock ledge, then set a linking crystal over the window. Now you can understand why Nelah is so desperate for you to help Catherine; the journal reveals that they are close friends. Well, it seems that you have done all you can in the Age of Tay, but you have made a lot of progress. You have recovered your Prison Book, learned a lot about the Moiety and Catherine's situation, and received a helpful letter from Catherine. It's now time to return to Riven. Use the Linking Book, and you will reappear in the secret Moiety gateway. ____ | \ ******************************************************************** _| \ F. GEHN AND CATHERINE [V.F] |._______| ******************************************************************** --| \ =============================================================================== 1. Opening the Domes [V.F.1] =============================================================================== When the link is complete, you'll be back in the Moiety gateway, which will have reset itself; that is, the stones will have moved back up and the water will have returned in front of the Moiety dagger. Leave the chamber and follow the tunnels back to the secret exit. Use the handle on the floor to open the door, then exit the prison cell. Follow the metal walkway to the right and you'll find a ladder. Lower it so you can climb down onto the village path. Now you need to figure out what to do next. First, remember what you've been sent here to do. Your three objectives on Riven are to: 1. Trap Gehn 2. Find Catherine 3. Signal Atrus to come and bring you back You couldn't proceed with these goals until you had recovered your Prison Book. Now that you have it back and have explored most of Riven, it's time to start working towards these goals. In order to accomplish your first objective, you'll have to find Gehn. All the evidence you've found suggests that Gehn is not on Riven, but instead on another Age he has written. You've also learned that the fire-marble domes protect and power the Linking Books to that Age. Therefore, your next step should be to open the domes. Since you're on Jungle Island, head for the Jungle Island dome. Exit the village through the blue cave and enter the jungle. Go to the wahrk idol and pull the pin on the right-hand lamp to open its mouth, then ride the elevator to the upper level and follow the walkway to the dome. You have already opened the spinning, outer dome using the viewing scope. Now you just have to figure out the correct combination for the slider lock to gain access to the Book inside. You actually found the combination in Gehn's journal, but the numbers were in D'ni, and most were different from those you learned in the school. You've put it off long enough; now you need to figure out the combination to the fire-marble domes. Start out by looking at the numbers you know, one through ten. From those numbers, perhaps you can deduce some patterns that will allow you to figure out the numbers up to twenty-five. Here are the D'ni numbers one through ten, which you learned by playing the game in the school: ------- ------- ------- ------- ------- | | | 1 |\ | 2 |/ | 3 | --| 4 |_____| 5 | | | |/ | |\ | | | | | | ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- |__|__| 6 |\____| 7 |/____| 8 |___--| 9 | ___ | 10 | | | |/ | |\ | | | | |/ \| ------- ------- ------- ------- ------- Now, compare the numbers 1-5 to the numbers 6-10. You'll notice that 6, 7, 8, and 9 are the same as 1, 2, 3, and 4 except that 6-9 have a horizontal line through their centers. If you look at just the horizontal line, you'll see it's the same as the D'ni symbol for 5. So, the symbol for six is just a combination of the symbols for five and one, since 6 = 5 + 1. Similarly, 7 is 5 plus 2, 8 is 5 plus 3, and 9 is 5 plus 4. That seems simple enough. Now look at the symbol for ten. It has a curved line on the bottom of its box. How does that relate to any of the other numbers? The number it looks most similar to is the number two, which also consists of a curved line, but on the left side of the box. Really, the symbol for ten is the same as the symbol for two rotated 90 degrees counterclockwise! If ten is just a rotated two, wouldn't it hold that five should be a rotated one? Test it to see if your theory holds, and you'll see that it does! The symbol for one is a vertical line, so rotating it 90 degrees yields a vertical line; the symbol for five! And if you can form the numbers 6-9 by adding the symbols for 1-4 to the symbol for 5, you should be able to form 11-14 by adding 1-4 to 10! Try it, and you'll end up with this: ------- ------- ------- ------- ------- | ___ | 10 | _|_ | 11 |\___ | 12 |/ __ | 13 | __--| 14 |/ \| |/ | \| |/ \| |\/ \| |/ |\| ------- ------- ------- ------- ------- Be aware that this method of representing the D'ni symbols is not exact: some of the actual symbols have overlaps that cannot be completely represented in this method. Hopefully this method will be good enough to give you a good idea of what the D'ni symbols look like; however, keep in mind that the actual symbols will look a little bit different from these representations. So if a rotated one makes five, and a rotated two makes ten, then a rotated three should make fifteen! And by adding the symbols for 1-4 to it, you should be able to make 16-19, like this: ------- ------- ------- ------- ------- | | 15 | | | 16 |\ | 17 |/ | 18 | --| 19 |\ /| |\ | /| |/\ /| |\ /| |\ |/| ------- ------- ------- ------- ------- Continuing the pattern, rotating the symbol for four 90 degrees should create the symbol for twenty, and combining the symbols for 1-4 to it should create 21-24: ------- ------- ------- ------- ------- | |___| 20 | ||__| 21 |\|___| 22 |/|___| 23 | |_--| 24 | | | | | |/ | |\ | | | | ------- ------- ------- ------- ------- That still leaves twenty-five. If you try to rotate the symbol for five, though, you just end up with another one. The symbol for twenty-five must be different from the others; it resembles an X. Now that you have figured out the numbers 1-25, here they are all together: 1 ] I[ 2 ] D[ 3 ] K[ 4 ] L[ 5 ] H[ 6 ]HI[ 7 ]HD[ 8 ]HK[ 9 ]HL[ 10 ]D [ 11 ]DI[ 12 ]DD[ 13 ]DK[ 14 ]DL[ 15 ]K [ 16 ]KI[ 17 ]KD[ 18 ]KK[ 19 ]KL[ 20 ]L [ 21 ]LI[ 22 ]LD[ 23 ]LK[ 24 ]LL[ 25 ] X[ Note that this chart uses the shorthand notation for the D'ni numbers introduced previously. The D'ni number is represented by the two letters inside the backwards brackets, with the letters representing the strokes that most closely resemble that letter's shape. The first letter inside the bracket represents the symbol that is rotated, and the second letter represents the symbol that is in its normal orientation. So, the shorthand for 17, ]KD[, means that the D'ni symbol for 17 consists of a rotated K, with a D in normal position. (Here "K" and "D" mean the D'ni symbols which resemble the letters K and D.) The only exception to this rule is the use of H to represent 5, and that for the numbers 5-9, neither letter is rotated. This is simply because the rotated I is more easily recognized as an upright H. But enough technical gibberish, it's time to get back to opening the dome. You've done it! You found the patterns and now know the D'ni numbers one through twenty-four! You should now be able to decipher the fire-marble dome code from Gehn's journal. Here is the example code, similar to the one you found in Gehn's journal, along with its translation into Arabic numerals: ------- ------- ------- ------- ------- |___--| 9 | __--| 14 |\ | 17 | |___| 20 |/|___| 23 | | | |/ |\| |/\ /| | | |\ | ------- ------- ------- ------- ------- You have cracked the code for Gehn's fire-marbles! Now, step up to the window in the center of the dome and examine the sliders beneath it. Obviously, you'll have to set the sliders from right to left, since they can't move past each other. So, for the example code, you would take the first slider and move it to the twenty-third, or third-to-last, spot. You would then move the next one to the twentieth spot, and so on. Once you have moved all of the sliders to the correct positions, press the white button. All the sliders will quickly move back to the edge, and if you entered the correct code, you'll hear a scraping of metal bolts. The gold inner dome will rotate away, and the gray outer dome will roll back into place over your head, leaving you inside the dome with the Book sitting on a stand in front of you. As the dome around you starts spinning again, the stand will slowly rise, and you can approach it. Examining the Book, you'll see that it has a metal emblem on the cover, which is embossed with the D'ni number ]HL|HK[. What could this number mean? If you simply translate the individual numbers you get 98, but that can't be how the D'ni system works. However, you should be able to figure this out. In the decimal system, there are ten different symbols for the digits zero through nine, and each successive place represents a higher power of ten. Thus, the decimal number 98 means (9 * 10) + (8 * 1) = 90 + 8 = 98. However, the D'ni don't use the decimal system. They can form all the numbers up to 25 with one symbol. Therefore, they must use a base twenty-five system. So in D'ni, each place represents successive powers of twenty-five, not ten. Thus, the number on the Book would mean (9 * 25) + (8 * 1) = 225 + 8 = 233. This Book links to Gehn's 233rd Age! Think of all the work Gehn must have done if he couldn't get a working Book until his 233rd Age! Well, now you'd better open up the Book. Open the Book to the linking panel, and it will be blank! What? You don't suppose Gehn's Age is totally black, do you? No, the Book is not working. Why not? These domes are supposed to power the Books. Is the dome broken, or could the power simply be turned off? If the dome is broken, then there's not much you can do. If, on the other hand, there is simply no power being sent to the dome, which seems to be the more likely scenario, then you need to find out how to turn it on. Where do the domes get their power from? You already know that: the domes' power comes from the gold dome on Temple Island. So now the question is, how can you use the gold dome to turn on the power? There must be some device there that will allow you to power the fire-marbles. Can you think of anything that might serve that purpose? Hopefully the huge black machine on the top of the gold dome will spring to mind. Remember, that machine is situated directly above the central hemisphere in the lower level that the five pipes radiate out from. That must be it! The black machine must be the switch to turn on the power to the fire-marble domes! Now, proceed with all due haste to the top of the gold dome. =============================================================================== 2. Powering the Domes [V.F.2] =============================================================================== In order to do that, however, you first have to get out of this dome. The outer dome is spinning around you, and there doesn't appear to be an exit. There is, however, a white button on the floor by the Linking Book. Upon pressing it, the Book stand will lower, the outer dome will stop spinning, rotate away, and the gold inner dome will roll back over the Book, leaving you standing in the jungle again. Now, to get back to the gold dome. Return to the tree elevator and ride down to the wahrk idol, then exit through its mouth. Now follow the jungle path to the Y-intersection and take a right to reach the cleft, then turn left to return to the logged area. Cross the wooden bridge and follow the stairs back to the cave leading to the mag-lev station. Don't forget to push the blue call button at the entrance to the cave, just in case the car has left the station. Once you reach the station, climb in the mag-lev and ride back to Temple Island. When you arrive, exit the car and climb the stairs leading back up to the temple. However, the door will be closed! It will open automatically, though, and as you enter you'll see a huge orange face in the air inside the giant cage! It will disappear after a few seconds, and you'll realize that it must have been an image of Gehn that plays any time someone enters the temple. At least, you hope so: surely he's not down the hall in the cage chair waiting for you! Find the hidden door between the pillars and follow the cave back to the gate room. (Nope, Gehn's not waiting to jump you.) Now, just rotate the gate room so that you can access side 3, which should lead to the upper level of the gold dome. If you didn't leave the stairs up when you last visited the dome, you'll need to enter the dome, pull the lever to raise the bridge, reenter the gate room through side 4, then rotate the room so that you can enter side 3. Climb the stairs and walk up to the black machine with the grid below it. It's time to solve the grid puzzle. All right. You know that on the grid, the colored marbles represent the fire-marble domes on each island. That makes sense if this device is supposed to provide power to the domes. You found the locations of the domes in the map room on Survey Island. You also know that each dome's color is determined by the symbol that appears on its spinning outer dome. You learned the meaning of all but one of those symbols from the colored lights in Gehn's survey room. So, the only remaining task is to determine which color is associated with each island. You were already able to match two of the islands with a color because you knew both the dome's symbol and the color associated with that symbol. You know that Temple Island's color is green and that Survey Island's is orange. Now that you have seen the dome on Jungle Island, you know that its symbol corresponds to red. That still leaves Book Assembly Island and the fifth island. Start with Book Assembly Island. You know that its symbol is a circle with a vertical line through the center, but you don't know what color that symbol corresponds to since its light was broken. Perhaps, though, you can determine it by process of elimination. You know what colors all of the other symbols represent, so the marble that is a color different from those you already know must correspond to Book Assembly Island's symbol. If you look at the colored marbles next to the grid, you'll see that they are red, orange, yellow, green, blue, and purple. You know the symbols associated with all of those colors except for purple. Thus, the circle with the vertical line must represent purple, and purple must be the color for Book Assembly Island's dome. That leaves the fifth island. The two remaining colors are blue and yellow. However, since you haven't seen the fifth island's dome, there's no way to know which symbol it has and what color is associated with it. You'll just have to guess; start with yellow, just because it‘s slot next to the grid is higher than blue's. Once you've determined what colors to use for each dome, all that remains is to place the marbles on the grid. Remember, the marbles are to be placed at the locations of the fire-marble domes, so use the notes you took in the map room to determine the location for each dome. You can tell which parts of the grid correspond to each island by noticing that some of the lines separating the large squares on the grid are thicker than others, forming the outlines of the islands. Here are the notes of the dome locations from the map room, along with the color associated with each dome: Temple Island Jungle Island __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__|##|__ |##|__|__|__|__| |__|__|__|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |##|__|__|__| |__|__|__|##|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| ( . ) green |__|__|__|__|__| (<|>) red |__|__|__|__|__| Book Assembly Island Fourth Island __ __ __ __ __ __ __ __ __ __ __ __ __ |##|__| |__|__|__|__|__| |__| |__|__|__|__|__| |__|__| |__|__|__|__|__| |__|__ |##|__|__|__|__| |__|__|__|__|__| |__|##| |__|__|__|__|__| |__|##|__|__|__| |__|__|__|__|__| ( | ) purple |__|__|__|__|__| (---) orange |__|__|__|__|__| Fifth Island __ __ __ __ __ __ |##| |__|##|__|__|__| |__|__|__|__|__| |__|__|__|__|__| ((.)) blue OR |__|__|__|__|__| (<.>) yellow |__|__|__|__|__| Now for the moment of truth. Once all the marbles are in place, go back down the hallway to the switch on the wall. Pull it down and the large black machine will loudly lower itself onto the grid. Then, push the white button. Nothing will happen; you made a mistake. Well, you were guessing the color for the fifth island, so hope remains. There is still one other choice for the fifth island's color: blue. Go back to the grid and replace the yellow marble with the blue one, giving the marbles this final position: ################################################### G: green #. . . . .|. . . . .#. . . . .|G . . . .#. B . . .# R: red #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# P: purple #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# O: orange #. P . . .|. . . . .#. . . . .|. . . . .#. . . . .# B: blue #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# #---------|---------#-------------------########### #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# ################################################### #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #---------#---------|---------|---------|---------# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . R .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #---------###########---------|---------|---------# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|O . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# ################################################### This is your last shot, though. If it doesn't work this time, then you've made a major mistake: you'll have to go back to Survey Island and recheck the dome positions and colors, or perhaps your entire line of reasoning has been wrong. Again, pull the handle to lower the machine, take a deep breath, then press the white button. This time, there will be a deafening blast and an enormous surge of power will course through the entire dome, rattling the cables and pipes on the machine! You obviously got it right, and the domes should now be powered! To find out, you need to get to a fire-marble dome. Since Temple Island's is the nearest, you might as well use it. To get to the Temple Island dome, return to the gate room and use the rotation button at the main entrance (side 1) to access side 4. Exit the gate room through side 4 and follow the walkway into the gold dome. Inside, you'll hear a humming, throbbing sound, as power pulses through the dome and into the five huge pipes leading to the fire-marble domes. Follow the catwalk all the way around to the lower exit, which leads to the ground-level path encircling the gold dome. Follow this path to the metal elevator and take the elevator down to the stairs leading to the fire-marble. You should have already opened the outer dome, but if not, use the viewing scope to do so. Once that's done, approach the dome and reenter the same slider code you used for the dome on Jungle Island. The inner dome will open, the outer dome will close around you, and you'll be inside watching the Linking Book stand rise before you. This time, though, the metal hemisphere surrounding the back half of the Book stand will have orange lights all around its rim, which weren't lit before. Open the Book, and instead of a blank rectangle, through the linking panel you will see a strange world that seems to consist of giant stone formations shaped like trees rising out from a red ocean. The world appears very harsh, with the giant rock trees a bright orange and the sky an intense reddish pink. The image in the window will eventually come to focus on a gray building built on top of one of the rock formations, a building with a large dish pointing straight up on its roof. Press your hand onto the image to link to Gehn's 233rd Age. =============================================================================== 3. A Meeting With Gehn [V.F.3] =============================================================================== Once the link is complete, you'll be behind bars again! You will be standing in the center of a circular room with windows looking out on this inhospitable Age, inside a cylindrical cage of metal bars. You are obviously inside the building you saw from the Linking Book, and you are the only one inside. Around your cage you'll find five Linking Books arranged within easy reach. If you examine them, you'll see that they all bear the D'ni number five on their covers, along with the symbols for the different Rivenese islands. These Books must link back to Riven. However, they aren‘t powered, and their linking panels are blank. You will also find a square panel set between two of the bars of your prison. The panel contains a single button in the center of Gehn's star symbol. Since there is nothing else you can do, go ahead and push the button. A few moments later, you'll see someone climbing up towards the door from outside, and then Gehn will enter the room. Gehn will be wearing thick goggles, heavy gloves, and a white coat similar to that worn by the guard who first found you on your arrival, though cleaner and more elaborate. He is also carrying the same bayonet-like device you saw in his lab on Book Assembly Island. Gehn appears to be somewhat elderly, yet still strong and powerful, and he has a stern countenance that demands respect and authority. Upon entering, he will say, "I apologize for the cage. I'm afraid this situation has often required of me a more primitive code of conduct that I might otherwise have chosen," as he sets down his goggles, gloves, and bayonet on an elaborate desk. Then, he will introduce himself: "I am Gehn. I assume you're heard of me. Yes. Well, I expect you have acquired some false information of who I am now. Not that my son would have lied to you about me. No, not Atrus. It's just that... well, I'm sure he believes me to still be the depraved father I once was. Yes. I even tried to kill him once. God, if I had accomplished that, who knows what I would have become. A great father indeed who tries to murder his own son. Thankfully, he trapped me on Age Five, a prison of my own creation. No Books, no precious inks, no Ages to link to. Nothing but my own foolish ambitions. That was thirty years ago. Thirty years, thirty lifetimes, what does it matter? No sentence could be too harsh for the man I was. But I have changed." Gehn will state this last sentence emphatically, staring straight into your eyes as he does so. He will then continue, as he picks up a strangely-shaped pipe from his desk and begins to smoke it, "To be sure, the deeds of my past can never be completely atoned for, but my mission was an honorable one." "I'm sorry, this is all a bit awkward, I... it's been a long time since I've attempted to persuade anyone of my intentions; most of the people here have already made their minds up about me one way or another. I myself do not trust the words of most men so I don't expect you to believe me. In the end, though, you may discover that I do have more than mere words to offer. Atrus' choice of punishment has been hard on the people of Riven; many have suffered because of it. The island has been steadily decaying for years, but according to my most recent measurements it appears that the Fifth Age has entered its final days. Unless the villagers can be relocated soon, the island will collapse entirely and everyone will perish. It has taken me a long time to do it, but it appears that finally I'll be able to make substantial amends to my past transgressions. Especially... well..." "I'm afraid I've had some... trouble with Catherine, and the Moiety. In any society there will always be a small percentage of the population with rebellious tendencies. Before Catherine appeared, the Moiety, as they call themselves, had been relatively harmless. I mean, the natives here are a fairly violent people by nature, but I'd almost come to accept their presence. It seemed inevitable under the circumstances. Upon Catherine's return, however, their violence intensified considerably. It seems she's become some sort of religious savior to them. And as far as I can tell, she's come to believe this herself. So, I've had no alternative. I had to separate her from her people." Gehn will also place emphasis on this statement, staring at you with a stern look on his face. "I must admit, though, that my concerns were not entirely for her safety alone. The actions of Catherine and the Moiety have put my own life at risk, on numerous occasions. Consequently, the lives of all the people here. Therefore, I must ask you to refrain from any attempt to free her. Although I'm sure Atrus desires it. Indeed, he must desire it with all his heart. But he is completely unaware of her recent state." At this point, Gehn will walk around to your right and continue, "Which brings me to the point of all this: the Linking Book you brought with you; you're very fortunate to have recovered it. If I may," and will reach out for your Prison Book, which you gladly hand to him. Gehn will reply, "Thank you," then set his pipe down on the rim of a metal spherical device next to the window and turn to look at the Book. You can tell that he is scrutinizing it carefully, slowly flipping through the pages, leaving you in incredible suspense, willing him to link. He is obviously unsure what to do, having just been presented with what looks like an escape from the Age that has been his prison for thirty years. Eventually he will return to the linking panel and raise his hand up as if to place it on the linking panel, at which your heart may skip a beat. However, instead of placing his hand on the panel, you will see an idea pop into his head, and with a sly cunning, he will hold the open Book in front of you and say, "Perhaps it would be best if you went through first." Oh no! You can't use the Book, because then you would become trapped. However, if you don't use it, Gehn may become suspicious. Hopefully Gehn won't notice the nervous, indecisive state you are in as you wrestle with whether to link or not. Before you can make up your mind, though, Gehn will pull the Book back. "You may need some time to decide. That is reasonable," he'll say as he pulls a handle on the spherical machine. The machine will come to life with a dull roar, and an orange glow will appear inside. At the same time, the Linking Book stands around your cage will come to life. The spherical machine must provide power to the Books just like the gold dome on Riven. "Until then, as a token of my good intentions, I will allow you free access to my Linking Books, crude though they may be, and to the rest of the Fifth Age," Gehn will say, gesturing towards the Books. Then he will walk back over to the desk and begin putting his protective gear back on, explaining, "Please understand there is nothing I want more than a chance to resolve matters between Atrus and myself, especially in light of what has become of Catherine, but unless you are willing to demonstrate to me that your intentions are honorable, I cannot risk it. The sanctuary I've been writing for the islanders is nearly complete. After all these years it would be a shame if I were unable to finish it." Now in full protective garb, Gehn will impart one final instruction before leaving: "The work I am doing is quite demanding. Please don't signal me unless you've decided to use the Book. The switch will reset itself once you link from here," and he will head out the door and down the steps outside. After Gehn has gone, reflect on what he has told you. He actually is quite polite, and seems like a very nice gentleman. You could almost believe his claim that he has changed if you had not seen so much evidence to the contrary on Riven. He publicly feeds villagers to wahrks in the lake. He spies on his people and on Catherine. He uses the people and resources of Riven as if they belong to him, with no consideration for the needs of the Rivenese. He forces the Rivenese to treat him as a god, and apparently believes this himself. And from Catherine's journal, you know that she does not view herself as the savior of the Moiety. All in all, Gehn's arguments fall flat. Gehn has not changed at all, and needs to be stopped. The problem, though, is how to do it. The Prison Book is sitting on Gehn's desk, and he won't use the Book until you do. Before you worry about that, though, think about what Gehn did for you before leaving. He has given you access to all five of Riven's islands, including the one you haven't been able to reach: the fifth island! Find its Linking Book, which is marked by a single square, and link to it after seeing the image of a lonely fire-marble spinning in the ocean through the linking panel. =============================================================================== 4. A Meeting With Catherine [V.F.4] =============================================================================== You will link into the interior of the dome, so press the white button on the floor to exit. Turn around, and you'll find yourself standing on a metal walkway that leads to the fifth island of Riven. The island is nothing but a bare rock surrounded by the stump of a colossal tree. The roots of the tree surround the island and extend down into the ocean, and the smooth, flat stump covers the entire surface of the island. This tree must have been hundreds, if not thousands, of feet tall before it was felled, a task which must have taken weeks in itself. Now you understand the entry in Catherine's journal in which she mentions that the fifth island is where the "Great Tree" used to be. And standing in the center of that stump is a small building. Looking out on the horizon, you won't be able to see any trace of the other islands; this one is so far away it's totally separate from the rest of the Age. Follow the walkway across the ocean and up a staircase. Then, a passage will lead straight into the center of the island, ending in a tiny circular chamber. There is a handle hanging down to the right, and metal bars in front of the curved wall. On the wall behind the bars is a sound input device. It consists of three buttons connected to a lever by metal wires. Pressing each button will create a different sound: a dull "tink", a metallic rattle, and a high-pitched "ding". Obviously this is some sort of combination lock, perhaps related to the bars. However, right now the only thing you can do is pull the handle. The platform you are standing on will ascend up through the heart of the massive stump, coming to a stop inside a room you have seen before: the same one you saw from Gehn's survey room, a room you now know to be Catherine's prison. After a moment, Catherine will walk into the room from an outside balcony, saying something in Rivenese. When she sees you, however, she will stop dead. Catherine is very tall and very beautiful, with dark hair and pale skin. She has a calm, almost queenly air about her. After staring at you for just a moment, she'll exclaim, "You made it! But how'd you get past Gehn?" Then, quietly, almost as if she is talking to herself, she'll say, "He must really believe I've gone mad. I know what he's doing. He's watching you. He's waiting for you to make a mistake. He's hoping you'll lead him back to D'ni! You can't let Gehn...," and then she'll stop, obviously trying to find the right words. "Atrus sent you to save me, but if Gehn gets back to D'ni, he'll kill him!" Then, walking right up to the bars of the elevator and leaning in close, she'll whisper, "I think I know how to signal Atrus, but it's going to take both of us. You'll have to trap Gehn before you can get the combination. Be careful." After that, she'll step back and in a louder voice say, "Go then. If you won't help me, then I have nothing more to say," then walk back out onto the balcony. Now that you've spoken with Catherine, pull the handle and take the elevator back down. The reason for the bars is now plain: they keep Catherine from escaping and you from entering her prison. Once you've returned to the lower level, think back over Catherine's strange behavior. The reason she acted as she did should be obvious to you: she knows that Gehn is watching her from the survey room, hence her carefully chosen, whispered words. Catherine was trying to help you without giving it away to Gehn. By walking right up to the elevator and whispering to you, she made sure that Gehn could neither see her nor hear what she told you. Catherine's final command to leave was simply a bluff to make Gehn think you aren't trying to free her. The information she gave you, though, is very important: she knows how to signal Atrus, but you'll have to trap Gehn before you can get the combination to her prison. Of course, that means that you have only one course of action ahead of you: you must trap Gehn. Go ahead and return to the fire-marble dome, input the code, and link back to Gehn's Age. Before you press the button to call Gehn back, though, you need to figure out how you can convince Gehn to use your Prison Book. =============================================================================== 5. Mission Accompished! [V.F.5] =============================================================================== There appears to be no solution. Gehn won't use the Book until you do. But, if you use the Book, you will be trapped instead of Gehn, and if you don't use it, Gehn will become suspicious of you and the Book. The situation appears to be impossible, but there must be a way! Perhaps if you knew more about how the Prison Book works, you could find something that would help you. For that, you need to read through Atrus's journal again, the one he gave you before you linked to Riven. Scan through the journal until you reach the entry dated 87.6.20: I think I have the solution. Why it did not occur to me sooner, I do not know unless the idea of it had been pushed out with the thought of my sons. A Prison Book - Many years ago, during a hunting expedition through the ruins of D'ni, I chanced upon a formula for a most unusual type of Book. Unfortunately, due to the fact that my father was then in the habit of confiscating my discoveries, I was forced to leave it behind. Years later, however, as part of my efforts to protect the vulnerable worlds linked to the Books in my library, I was pleased to find that I could still recall most of the formula, and with little experimentation quickly succeeded in creating one of these devices myself. The procedure is actually quite simple: by altering key lines of text but slightly, a normal Linking Book's connection can be partially severed, such that anyone who attempts to use the Book will be permanently trapped in the dark void of the Link--that is, unless someone else then uses the Book, at which point that person would become trapped, and the first person displaced back into the world. The technique can be applied to Books that have already been written, changes to the original text being so slight that anyone who is unfamiliar with the code will be unable to detect them. If indeed my father has not changed, what better bait could there be, than a Book that appeared to be a Link back here to D'ni? This is the entry in which Atrus first came up with the idea of using a Prison Book to trap Gehn, and he explains how one is created. What you are most interested in, however, is how the Book actually works: "The procedure is actually quite simple: by altering key lines of text but slightly, a normal Linking Book's connection can be partially severed, such that anyone who attempts to use the Book will be permanently trapped in the dark void of the Link--that is, unless someone else then uses the Book, at which point that person would become trapped, and the first person displaced back into the world." This is mostly information you already knew, but look at the last part of that sentence one more time: "...unless someone else then uses the Book, at which point that person would become trapped, and the first person displaced back into the world." Hmmmmm. So the Prison Book can only hold one person at a time. If someone uses a Prison Booka when there's already someone in it, the first person is freed and the second person escapes. Can you use this fact to your advantage? You have to trap Gehn in the Book, but Gehn won't use the Book until you do, so try and imagine what would happen if you were to use the Book. First, you link into the Prison Book and become trapped. Now, what would Gehn do after you link? Since you were willing to use the Book, he would believe it to be genuine, and would think that you had linked through to D'ni! That means that he would then use the Book, thinking that it lead to D'ni! According to Atrus's journal, when Gehn links, you would be released and Gehn would be trapped! That's it! The way to trap Gehn is to trap yourself! Now that you know what to do, press the call button and wait for Gehn to return. After a moment, you'll again see Gehn climb up towards the door and come inside. As he walks over to his desk, removes his goggles and gloves, and picks up the Prison Book, he'll tell you, "I'm relieved you've returned. I thought perhaps you had decided against it." Then, he will hold the Book open in front of your cage. Press your hand against the false image of D'ni, and you'll feel the usual sensation of being sucked into the Book. However, you won't reemerge anywhere; you'll be stuck in the blackness of the link. A few seconds later, a rectangular window will appear in the nothingness in front of you. You are looking through the linking window at Gehn, who is looking back down at you. He obviously still sees the image of D'ni in the window and is trying to decide what to do. You can see he looks worried and hesitant, but finally he will make up his mind and his hand will come down, blocking out the light from the linking window. A moment later you will reappear in Gehn's office, outside the cage! You did it! Gehn is trapped inside the Prison Book and you are free to explore his office! Now you need to find the code to unlock Catherine's prison. Start by walking around the room. You'll find a lever on one windowsill which will lower the cage in the center of the room, giving you easy access to the Riven Linking Books. You may also notice a tall brass pole with a button on top. Press it and it will start playing music. If you care to have some background music, leave the button down while you look around. Unfortunately, the door is locked, so you can't leave the building and see what Gehn was doing on this Age. You may not want to, though: the atmosphere appears to be rather harsh. The most noticeable thing in the room is Gehn's desk, which is elaborately decorated with Gehn's emblem and D'ni writing. On it you'll find an unfinished Book with no number emblem placed on it yet; it must be the sanctuary Age Gehn was writing to relocate the Rivenese to. He didn't seem to mind abandoning them to their fate, though, as soon as he was offered an escape to D'ni. On the desk are also his pipe, inkpots, a clear liquid (perhaps extra frog extract?), and a strange model of the golden beetle. There is also a ladder leading down to another level below. Climb down into what were obviously Gehn's living quarters. Gehn lived rather modestly, actually. The room is fairly small and has bare stone walls and floors, except for a wall hanging containing an elaborate version of his pentagonal emblem. He really liked that five-sided symbol, even placing it on his twin-size bed. The room also contains a metal sink, albeit with an unusual faucet, and two photographs. One is of a very serious-looking man, perhaps Gehn's father, and the other is of a beautiful young woman. The woman's picture has writing on it, and though it is difficult to make out, it appears to be of a romantic nature; perhaps this woman was Gehn's wife. There is also another image like the one in the school building. Turn the crank and the same woman from the picture will appear inside the cage, laughing, singing, and speaking in a foreign language. You almost feel sorry for Gehn being stuck here with only these memories of his wife. On his nightstand, though, are some interesting objects. The first thing on Gehn's nightstand is a journal. Reading through it, you'll see that this is a personal journal, more like a diary, much different from his lab journal on Book Assembly Island. This journal reveals a lot about Gehn's mind and personality. The journal begins with Catherine arriving on Riven. Apparently her experience was much the same as yours: a guard found her, but was overpowered by the rebels, who carried her away. Gehn's first thought, though, is to whether she brought a Linking Book to D'ni with her, allowing him to pursue his dreams of restoring the D'ni culture. The next two entries clearly demonstrate Gehn's prejudices against the Rivenese natives. He relates how his use of "the Great Whark" is all that has kept the villagers in line, and that there is no fear of his pets dying of malnutrition. He also writes how he feels that the villagers are much too primitive and stupid to be able to understand the principles of the Art, and that the D'ni are vastly superior to them. In the next paragraph he proclaims Atrus as "one of the greatest disappointments of my life." Apparently Gehn left Atrus with his mother to be raised, and she "poisoned" his mind to the D'ni culture, according to Gehn. A couple entries later Gehn reports that he has captured Catherine and again demonstrates his callous attitude towards the Rivenese by remarking, "I lost two good men in the process, but I would have paid a hundred times that number for such a prize." He tells how he has taken her to Prison Island and is infuriated at how she only answers his questions in Rivenese. He has been able to determine, though, that she did not bring a Linking Book with her and that her coming here was an accident. You can see his cold, heartless mind working as he writes that he knows Atrus will come to rescue her, and he must bring a D'ni Linking Book with him, so all he has to do is wait. The final entry, dated 87.7.30, describes your arrival on Riven! Gehn is infuriated at his "useless minion" who was again overpowered by the rebels, but who reported that you had a D'ni Linking Book with you. He is surprised that Atrus would do this, but is content to simply wait and observe. And here you are now, in Gehn's office on his 233rd Age, with Gehn himself trapped in the Book you carry with you. The other object on the nightstand is a silver sphere. It is made up of two halves, and if you try to pull it apart, it will emit five sounds before doing so. The sounds it gives out are the same as the sounds on Catherine's prison lock! This is the combination to Catherine's prison! After making the sounds, the sphere will open, revealing a black cylinder inside with D'ni numbers written around it. From the ticking sound it makes, it appears to be some sort of clock. However, the important thing is the combination. Listen to it several times to make sure you know it, then climb back upstairs and link to Prison Island. [OUT-OF-RIVEN NOTE: This is another combination that is randomly generated by the game for each file.] Once you've linked and exited the fire-marble dome, head up the walkway to the elevator and the code input device. Remember, the first button makes the "tink" sound, the middle button makes the rattle, and the last button creates a "ding." If you make a mistake while entering the code, pull the top lever to clear the code and start over. Once you've entered the code correctly, pull the lever and step back. The bars in front of the elevator will rotate around to the back, leaving nothing to prevent Catherine from entering the elevator with you! Once the bars have rotated, the car will automatically ascend to Catherine's prison. Catherine will walk into the room, and seeing you there, will quickly realize what you have done. Then, almost hesitantly, she will get in the elevator with you and pull the handle to send it back down. As soon as she is in the car, she'll tell you, "We have to move quickly. Gehn's people may already know what's happened. Once we're back with the Moiety, we'll have time to regroup." She doesn't seem to be expressing much emotion over being freed, although perhaps the situation just hasn't sunk in yet. Next, though, she'll ask, "Can I see the Book?" which you gladly give her. When she opens it and looks at the panel, she'll realize that you have succeeded, and a smile will appear on her face as she says, "You did it. We're all free. You captured Gehn!" Then the smile will fade and she'll tell you, "But there's still his followers. I'm not sure what they'll do once they realize he's gone. We'll have to get the villagers to safety as soon as possible." As the elevator returns to the ground and the bars return to their original location, she'll give you these instructions: "You go back to the Temple Island and reopen the Fissure. I know it's risky, but it's the only way to signal Atrus. I'll try to make it back there as soon as I can, but don't wait for me. Don't forget. The portal combination's in my journal. Good luck," As she tells you this, she'll break the wires on the prison lock, and then run down the passage towards the fire-marble dome, still carrying the Prison Book. Congratulations! You have trapped Gehn and freed Catherine! Now you just need to signal Atrus to let him know to come and rescue you and Catherine. From what Catherine told you, she'll go get the villagers to safety, probably by taking them to the Moiety Age. She told you to reopen the Fissure. What? Gehn and Catherine's journals both said that reopening the Fissure now would be disastrous to Riven. However, Catherine said that it's the only way to signal Atrus, so you'll just have to trust her. As you know from her journal, the Fissure is on Temple Island and the strange conical telescope, which was one of the first things you investigated, sits on top of it. To begin your final journey in Riven, head back down the stairs to the fire-marble dome. =============================================================================== 6. The Fissure [V.F.6] =============================================================================== When you reach the dome, you'll see that the outer dome is spinning, indicating that Catherine has already opened it and linked through to Gehn's Age. Use the viewing scope to catch the symbol and reveal the inner dome, then enter the slider code to access the Book, and use it to link back to Gehn's Age. When you return, the bars will be back up; Catherine must have re-raised them. Also, if you look in any of the Books besides the one for Temple Island, you'll see that Catherine has torn out the linking window pages in them. She obviously wants to make sure you stay on track, since there isn‘t much time. Since you have no intention of delaying, link to Temple Island and return to Riven for the last time. Once you appear inside the dome, exit and follow the walkway back to the elevator. Press the button on the wall to lower the platform from above, then step on and push the button again to ride up to the pathway around the gold dome. Follow it back inside the gold dome and up the stairs to the main entrance, where the staircase climbs overhead to the black machine. Pull the lever on the wall to lower the staircase down, allowing you to cross over to side 3 of the gate room. Walk out through the main entrance and follow the stairs down to the right, returning you to the same place where you began your explorations. After all that you've gone through on Riven, you end up at the same place where you started. Now you just have to figure out a way to open the Fissure, which you can clearly see covered in iron plating, now that you know to look for it. Obviously, the way to open it must be through the hatch on the ground and the telescope standing over it. You need to open the hatch beneath the telescope, which is locked by five buttons on its face. Catherine told you that the combination for it is in her journal, so open it and scan through it. You should eventually find an entry in which Catherine discusses finding the Fissure and which contains detailed information about the telescope. Next to a picture of the telescope is a five-digit D'ni code, consisting only of the numbers one through five. For example, the code may be something like ]L[ ]D[ ]L[ ]I[ ]H[, or 4 2 4 1 5. So, with this example code, you would press the fourth button, then the second button, then the fourth again, followed by the first, and finally the last button. [OUT-OF-RIVEN NOTE: This code is also randomly generated by the game; the code presented here is just an example.] Once you enter the code correctly, the hatch should open when you pull the handle. Beneath the hatch is a glass window, and it is dark beneath the glass. Look through the eyepiece of the telescope, which is focused on the window, and you will see stars! You are looking through a hole in the ground, and yet are seeing stars! No wonder it's called the Star Fissure; it's magnificent. Now all you have to do is find a way to open the Fissure. The smartest thing to focus on should be the weakest point in the Fissure's covering, which is the glass window underneath the telescope. If you could find some way to break that glass, then that should do it. And what better tool to use then the telescope sitting right above it! When you examined the telescope after first arriving on Riven, it wasn't powered and the button on the metal rail to the right didn't do anything. When you explored the gate room, though, you should have turned a steam valve in side 2 that sent power to the telescope. If you didn't do that, then return to the gate room and rotate it so that sides 2 and 5 are open. Then crawl underneath the gate on the other side of the hill and cross the room to side 2. Turn the lever to direct the steam to the telescope, then return. You should hear the hiss of the steam from the pipe which runs into the telescope from the cliff wall. Now you can see what these controls do. On the metal rail surrounding the telescope is a lever, which is currently pointed up, and a button. Try pressing the button and the telescope will make a loud groaning sound, but nothing will happen. Try turning the lever so that it is pointed down, then push the button again. This time, the telescope will lower a few inches towards the ground. Aha! All you have to do is lower the telescope until it breaks the glass underneath! The reason it wouldn't move when the lever was pointed up was because it was as high as it can go. Keep pushing the button to lower the telescope. When it is just a few inches from the glass, though, it will give the same straining, groaning sound and won't move. Its descent is being blocked by something. Perhaps Catherine's journal says something about this. In the same entry that the code was in, Catherine mentions a small mechanical stop designed to prevent the telescope from doing exactly what you're trying to do. There is a picture of the telescope with an arrow pointing to the base of the left support. Look there and you'll find a small metal bar preventing the telescope from going any further, which you can easily move out of the way. Now, lower the telescope one more time. The telescope will hit the glass, which will shatter and fall into the Fissure. Immediately you'll feel a strong wind like a vacuum coming from the Fissure. In a matter of seconds the telescope will fall into the abyss, leaving the power hose spewing steam into the air, followed by most of the iron plating. Turn and you'll see the giant Moiety dagger fall headlong into the Fissure, taking the rest of the iron plating with it, leaving you on a narrow ledge between the Fissure and the cliff wall. Already the sky, which was bright blue just minutes before, is now dark and filled with black, fast-moving clouds. A few seconds later Atrus will link into the same chamber you did, and will run up to you, the wind whipping in his hair. When he reaches you he'll say loudly, to be heard over the wind, "There isn't much time. Where's Catherine? Where's the Book? I don't..." Just then, Catherine will come down the stairs behind and call out, "Atrus!" Atrus will turn, run up to her, and they will embrace, reunited for the first time in months; Catherine will also give Atrus the Prison Book, which he will glance at. Then Catherine will walk up to you, with Atrus behind her. "The villagers are safely in the Rebel Age. I thank you," she'll tell you, with Atrus adding, "As do I. You've accomplished more than I could have hoped for. You've given me back my life. The path home is now clear for all of us." With that he will take out a real D'ni Linking Book from his pack and hold it open for Catherine, who will link through. Then Atrus will turn and tell you, "This is where our paths must part. Perhaps we'll meet again someday. You know where to find me." As he steps up to the edge of the Fissure and holds out the Book he'll call out, "Goodbye, my friend," and link, causing the D'ni Book to fall into the Fissure. What? Has Atrus left you to die here? Then, all of a sudden, the ledge you are standing on will collapse, and you'll fall headfirst into the Star Fissure! As you fall into the stars, though, everything will become clear. As you are immersed in the calm of the Fissure, while the jagged opening fades into the distance, you realize that you will soon be home again. These stars sent the Myst Book safely to Earth, where you found it and embarked upon this amazing adventure, first on Myst and now on Riven. And as you watch the stars slowly spin around you, you can be sure that these same stars will also return you safely home. "Now I understand. Endings and beginnings are within the Fissure, that Riven cleft of stars that serves as both wall and a bridge. And though I am unable to understand how, the very flow of stars that brought my Myst Book into worthy hands I am sure served as a safe passage home for my friend. The Age of Riven is closed forever, but the people of Riven are free. And now I am at rest, understanding that in Books, and in Ages, and in life, the ending can never truly be written." SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ######### # # ====================================================================== ####### VI. SOLUTIONS [VI] # # ====================================================================== ######### Warning! This section gives away the solutions to every puzzle in the game, with no attempt to let you figure anything out on your own. Don't consult this section unless you are totally stuck and want the answer immediately. Note that all puzzle solutions on an island will be listed under that island's subsection, even though some puzzles will not be encountered until that island is revisited. The only exception to this is the fire-marble domes: to learn how to open them, see the subsection on Gehn's Age. ____ | \ ******************************************************************** _| \ A. TEMPLE ISLAND [VI.A] |._______| ******************************************************************** --| \ =============================================================================== ARRIVAL =============================================================================== You are on Riven, an Age written by Atrus's father Gehn. Gehn was trapped on Riven many years ago by Atrus and Catherine because he was destroying the cultures of many Ages in an attempt to recreate the lost D'ni civilization. Sirrus and Achenar tricked Catherine into linking to Riven, and she is now being held hostage by Gehn. Your mission is to trap Gehn in the Prison Book Atrus gave you, free Catherine, then signal Atrus to rescue you. The man who found you when you linked is one of Gehn's guards. He was attacked by a member of a rebel group, who then took the Prison Book before freeing you. Therefore, you need to find this rebel group in order to recover your Prison Book. =============================================================================== GATE ROOM =============================================================================== The gate room is a pentagonal room with two doors. Pressing the red button next to the door will cause the room to rotate one-fifth of a revolution, or by one wall. There are five passages outside the gate room which can be accessed by rotating the room so that the doors align with the passages. This is a map of the gate room and the surrounding passages, which have been numbered in order to refer to them easily: Gold Dome Locked Door 3 4 #### ################# #### KEY ##### ######___###### ##### . rotation button ###### .### / \ ###+.###### + grate lever ####### \/ \# ####### == grate #######\ \ \ ####### ##### / \ \ ##### ####/ \#### ####\ /#### #####\ /##### ### +.\ / ### Power 2 ##\____| |____/## 5 Cave Controls ############| |############ Passage ############# .############# ############# ############# ############# ############# 1 Main Entrance On your first visit to the gate room, your goal is to access the walkway to the gold dome. To do this, rotate the room four times from its original orientation using the button at the main entrance. Then go down the stairs to the bottom of the hill, crawl under the gate, and walk through the cave into the gate room. Go through the other door in the room to side 2. Turn the steam valve at the end of the tunnel to direct power to the device outside (you'll need it later), then raise the gold lever next to the door. Now, rotate the room twice, which will allow you to cross to side 4; raise the lever there to raise the grate blocking access to the gold dome. Rotate the room twice to return to the main entrance, then rotate two more times to access the gold dome walkway. =============================================================================== TEMPLE =============================================================================== To open the door in the temple, return to the room with the cage chair in the tunnel. There is an orange display of the temple next on the wall with a lever next to it. Pull the lever to open the door in the temple. =============================================================================== GOLD DOME (FROM GATE ROOM) =============================================================================== On your first visit to the gold dome, follow the walkway along the outside of the gold dome and direct power through both of the steam pipes along the way. The first powers the bridge from Book Assembly Island, and the second powers the bridge from the gate room. =============================================================================== GOLD DOME (FROM BOOK ASSEMBLY ISLAND) =============================================================================== When you return to the gate room from Book Assembly Island, turn the wheel at the end of the walkway to connect the two sections, then go through the other door. Press the button on the wall to raise the missing walkway section and follow the walkway to side 4 of the gate room. Now you can return to the lower, outside path and ride the platform in front of the cave to the spinning dome. Also, you can pull the lever next to the entrance from side 3 to raise the bridge, then return to the gate room using the side 4 walkway and climb the staircase up to the grid puzzle. =============================================================================== GRID PUZZLE =============================================================================== The grid is a map of Riven, and the marbles must be placed at the locations of the fire-marble domes. The colors of the marbles are determined by the color symbol on that island's dome. This is the correct arrangement: ################################################### G: green #. . . . .|. . . . .#. . . . .|G . . . .#. B . . .# R: red #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# P: purple #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# O: orange #. P . . .|. . . . .#. . . . .|. . . . .#. . . . .# B: blue #. . . . .|. . . . .#. . . . .|. . . . .#. . . . .# #---------|---------#-------------------########### #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# ################################################### #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #---------#---------|---------|---------|---------# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . R .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #. . . . .#. . . . .|. . . . .|. . . . .|. . . . .# #---------###########---------|---------|---------# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|O . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# #. . . . .|. . . . .#. . . . .|. . . . .|. . . . .# ################################################### Once the marbles are in place, return down the hall to the switch, lower the lever, then press the white button. If the combination is correct, there will be a loud noise and a rush of wind, indicating that the fire-marble domes are now powered. =============================================================================== OPENING THE FISSURE =============================================================================== Do not attempt this unless you have already trapped Gehn and freed Catherine! First, turn on the power to the telescope by turning the steam valve in side 2 of the gate room. Next, use the code in Catherine's journal to open the hatch beneath the telescope. [OUT-OF-RIVEN NOTE: This code is randomly generated for each game file, so it cannot be given here.] The code shows which button to push, NOT how many times you should push each button. For example, if the code is 4 3 5 2 1, press the fourth button, then the third, then the fifth, etc. Once the hatch is open, look on the base of the left support strut for a small metal rod, and swing it away. Now, turn the handle next to the button (at the end of the circular pipe surrounding the telescope) so it is pointing down, then press the button, which will lower the telescope a few inches. Keep pressing the button until the telescope breaks the glass. ____ | \ ******************************************************************** _| \ B. JUNGLE ISLAND [VI.B] |._______| ******************************************************************** --| \ =============================================================================== WOODEN EYES =============================================================================== As you explore Jungle Island, you will find four wooden eyes which each have a symbol on their backs and make a unique sound when rotated. Also, all but one of them has an animal silhouette which can be seen by viewing the eye from a specific location. These are the locations of the eyes: o MAG-LEV STATION This eye is behind the mag-lev station, to the right of the cave. Enter the cave and go partway up the stairs, then turn and look back. If you are at the right location, the cave mouth will form the shape of a frog, with the wooden eye in the location of the frog's eye. o SUNNER'S LAGOON As you approach the lagoon, one of the sunners will look up. When it does so, stop, and do not move again until the sunner stops moving. If you make it onto the beach without scaring the sunners away, they will give out a call before swimming away. On the side of their rock is a wooden eye, step back from the eye to see that the rocks form the shape of a wahrk. o BEETLE POOL This can be found by entering the village via the sunner's lagoon. A wooden eye is embedded in the irregularly shaped basin, and turning the petcock will cause a small amount of water to flow into the basin, forming the shape of a beetle. o JUNGLE KNIFE There is a dirt trail leading off the main path in the jungle; it is just before the main path goes through a large tree trunk, and there is some glowing blue fungus at the spot. The dirt trail leads to the base of a rebel knife, with an eye embedded in the knife. =============================================================================== JUNGLE WAHRK IDOL =============================================================================== There's a secret control hidden in the right-hand lamp at the end of the path as you face the idol. Pull the pin at the top of the lamp up and the mouth of the idol will open. Inside is an elevator; down leads to a mag-lev to Survey Island, and up leads to a walkway that will take you to the spinning dome and Gehn's throne. =============================================================================== UNDERWATER CAR =============================================================================== When you enter the village via the blue cave, you will eventually end up on a plateau with a metal car. Pull the lever next to it to lower the car down the side of the cliff. Now leave and reenter the village via the sunner's lagoon, and you will find the car waiting in a hole in the water at the end of the path. =============================================================================== EXPLORING THE LAKE =============================================================================== This map provides a basic layout of the tracks underneath the village lake. Control KEY Room School X ladder X X O intersection | | \______O______/ / \ | | Execution X X Original Platform | | Dock \__O__________/ \_ \_X Village Dock =============================================================================== LADDER CONTROL ROOM =============================================================================== This room contains five levers that control whether the ladders at each stop of the underwater car are extended or not. You want all the ladders extended, so flip all the levers up. =============================================================================== SCHOOLROOM GAME =============================================================================== There's a game in the schoolroom in which you pull a handle, which causes one of two men to lower towards a hungry wahrk. The number of times the man lowers is determined by the symbol that appears, meaning that the symbols are numbers. Using the game you can learn the D'ni numbers one through ten: ------- ------- ------- ------- ------- | | | 1 |\ | 2 |/ | 3 | --| 4 |_____| 5 | | | |/ | |\ | | | | | | ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- |__|__| 6 |\____| 7 |/____| 8 |___--| 9 | ___ | 10 | | | |/ | |\ | | | | |/ \| ------- ------- ------- ------- ------- =============================================================================== EXECUTION PLATFORM =============================================================================== This is the conical structure floating in the lake. There is a handle hanging down from the top of the structure, and it will cause a metal bar to lower and hang over the water for a few seconds. Prisoners would be hung from the bar, then lowered down into the water, where a wahrk awaits. Once you have covered the central opening using Gehn's throne, you can ride the bar up to the top of the structure, where you can reach the jail. =============================================================================== PRISON CELL =============================================================================== Turn the wheel to the right of the door to open the door to the cell. When you return, the cell will be empty, meaning the prisoner has left by some other method. Open the grate on the floor and reach inside to find a handle that will cause part of the wall to slide back, revealing a secret passage. Follow the pitch-black passage until it dead-ends into the ocean. Touch the sphere that is attached to the wall and it will light up. Turn around and use the light to find another sphere. Continue back to the beginning, then go back down the tunnel again. About halfway down you'll find a door that leads to the Moiety chamber. =============================================================================== MOIETY CHAMBER =============================================================================== To access the Moiety Age, you must press down five particular stones in a particular order. The correct stones and order are determined by the wooden eyes you have found on Jungle Island. Each eye has an animal sound and/or shape associated with it, and the number on the back gives its order. The correct order is: 1. triangular fish 2. golden beetle 3. ytram (frog) 4. sunner 5. wahrk ____ | \ ******************************************************************** _| \ C. BOOK ASSEMBLY ISLAND [VI.C] |._______| ******************************************************************** --| \ =============================================================================== STEAM VALVE =============================================================================== This is the stone bollard in the center of the lake with four pipes radiating out of it. By moving the handle on top, you can direct power to one of the first three pipes, while the fourth pipe receives constant power. The pipes, from left to right, lead to: the log chipper, the boiler, the frog trap, and the fan controls. =============================================================================== THE BOILER =============================================================================== To enter the boiler and climb down the ladder in its center, the heat must be off, the water must be drained, and the grate must be raised. For most of the controls to work, power must be directed to the boiler from the steam valve. To turn off the heat, turn the lever on the right. To drain the water, first look down and to the left, and you'll see that the pipe from the boiler splits in two, creating a Y-junction. Direct the power to the left, then turn the wheel to drain the water. To raise the grate, direct the power to the right at the Y-junction, then raise the handle on the wall. =============================================================================== FROG TRAP =============================================================================== To operate the frog trap at the end of the cave walkway, you must first direct power to it by directing the power at the steam valve through the third pipe. Now climb the ladder back up to the balcony and return to the trap. Open the trap, place a piece of bait in the center, then pull the lever to lower the trap. Wait a few minutes until you hear the trap shut, then pull the lever again to raise the trap. Open the trap and you'll see a small frog inside, which will make a chirping call before jumping off of the trap. =============================================================================== HIDDEN PATHS =============================================================================== If you can't find anywhere else to go after investigating the cave walkway and the frog trap, return to the double doors at the entrance to the cave. Close the double doors from the inside, and two paths will be revealed that were being blocked by the doors. =============================================================================== SPINNING DOME SCOPE =============================================================================== To find the viewing scope for the spinning dome, close the door leading into the dome chamber from the inside. A hidden passage leading to the scope will be revealed. =============================================================================== ENTERING GEHN'S LAB =============================================================================== To enter Gehn's lab (the building with large windows), look for a lever along the cliff walkway between the cave and the lab. Pull the lever to turn off the ventilation fan over the frog trap. Return to the frog trap, climb on top of it, and hoist yourself into the ventilation shaft. At the other end, open the grate and drop down into Gehn's lab. ____ | \ ******************************************************************** _| \ D. SURVEY ISLAND [VI.D] |._______| ******************************************************************** --| \ =============================================================================== ISLAND PLATEAUS =============================================================================== The plateaus are models of the islands of Riven. Pressing the corresponding button on the railing will cause water to flow up onto the plateau, forming a topographic map of that island. Also, pressing the button will extend the ramp from the map room and load that island into the map. =============================================================================== SPINNING DOME SCOPE =============================================================================== The viewing scope for the spinning dome has been knocked out of alignment, so the dome can be opened either by pressing the button as fast as possible until you hit it by chance, or by watching for the small catch in the image that occurs when the correct moment goes by. =============================================================================== MAP ROOM =============================================================================== Once a button on the balcony over the plateaus has been pressed, the ramp from the map room will extend and that island will be loaded into the map. Press one of the small squares in the circle to display a detailed topographical map of that section of the selected island. Use the handle next to the circle to rotate the display 90 degrees counterclockwise. The purpose of the map room is to find the locations of the fire-marble domes on each island: Temple Island Jungle Island __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__|##|__ |##|__|__|__|__| |__|__|__|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |##|__|__|__| |__|__|__|##|__| |__|__|__|__|__| |__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| Book Assembly Island Survey Island __ __ __ __ __ __ __ __ __ __ __ __ __ |##|__| |__|__|__|__|__| |__| |__|__|__|__|__| |__|__| |__|__|__|__|__| |__|__ |##|__|__|__|__| |__|__|__|__|__| |__|##| |__|__|__|__|__| |__|##|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| Prison Island __ __ __ __ __ __ |##| |__|##|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| |__|__|__|__|__| =============================================================================== REACHING THE DOOR IN THE MAG-LEV STATION =============================================================================== Get in the mag-lev, turn it around, then get out on the other side. =============================================================================== SURVEY ROOM LEFT DISPLAY =============================================================================== The button on the left gives a view of Catherine's prison. The button on the right shows the view from Gehn's spy camera in the village lake. Use the tabs around the perimeter of the display to rotate the camera. When looking at the entrance to the village, the shape of the cave and its reflection in the water forms the shape of a fish with triangular fins. This is the animal associated with the wooden eye found in Gehn's lab. =============================================================================== SURVEY ROOM RIGHT DISPLAY =============================================================================== The right display shows the view from the center of the lake. Use the tabs to rotate one of the buttons so that it is under the pentagonal wire, then press that button. The color of the light that comes on is the color associated with that symbol, which corresponds to the island whose fire-marble dome bears that symbol. The colors and symbols are: SYMBOL COLOR FIRE-MARBLE DOME ((.)) blue Prison Island ( . ) green Temple Island (<.>) yellow none (---) orange Survey Island (<|>) red Jungle Island ( | ) purple Book Assembly Island When you light the red light, a wahrk will appear and give out a long, mournful call. ____ | \ ******************************************************************** _| \ E. PRISON ISLAND [VI.E] |._______| ******************************************************************** --| \ =============================================================================== ACCESSING PRISON ISLAND =============================================================================== To reach Prison Island, use the Linking Book in Gehn's Age that has the symbol for Prison Island on it (a single square). =============================================================================== FREEING CATHERINE =============================================================================== To free Catherine, you must enter the correct combination into the device at the bottom of the elevator, just behind the bars. The combination can be found by opening the spherical device on Gehn's nightstand. [OUT-OF-RIVEN NOTE: This code is randomly generated for each game file, so it cannot be given here.] ____ | \ ******************************************************************** _| \ F. GEHN'S AGE [VI.F] |._______| ******************************************************************** --| \ =============================================================================== D'NI NUMBERS =============================================================================== The D'ni numbers 1 through 10 can be learned from the game in the schoolroom, and the numbers up to 25 can then be deduced by studying the patterns in 1 through 10. The D'ni numbers for 1 through 25 are: ------- ------- ------- ------- | | | 1 |\ | 2 |/ | 3 | --| 4 | | | |/ | |\ | | | | ------- ------- ------- ------- ------- ------- ------- ------- ------- |_____| 5 |__|__| 6 |\____| 7 |/____| 8 |___--| 9 | | | | | |/ | |\ | | | | ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- | ___ | 10 | _|_ | 11 |\___ | 12 |/ __ | 13 | __--| 14 |/ \| |/ | \| |/ \| |\/ \| |/ |\| ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- | | 15 | | | 16 |\ | 17 |/ | 18 | --| 19 |\ /| |\ | /| |/\ /| |\ /| |\ |/| ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- | |___| 20 | ||__| 21 |\|___| 22 |/|___| 23 | |_--| 24 | | | | | |/ | |\ | | | | ------- ------- ------- ------- ------- ------- | \ / | 25 | / \ | ------- =============================================================================== OPENING THE DOMES =============================================================================== To open a fire-marble dome, there are two steps: first, you must remove the spinning outer dome, then open the golden inner dome. To remove the spinning outer dome, find a nearby viewing scope and press the button as the gold symbol goes by. To open the inner dome, you must enter the code found in Gehn's lab journal. [OUT-OF-RIVEN NOTE: This code is randomly generated for each game file, so it cannot be given here.] To enter the code, set each slider to the positions given by the code, then press the white button. If the domes are powered (you have solved the grid puzzle), then you can use the Linking Book inside to link to Gehn's Age. =============================================================================== TRAPPING GEHN =============================================================================== When Gehn asks you to use the Prison Book, do so. You will be trapped in the Book, but Gehn will think that you have linked to D'ni, so he will use the Book after you. You will be released from the Book, and Gehn will be trapped in it. ____ | \ ******************************************************************** _| \ G. MISTAKES [VI.G] |._______| ******************************************************************** --| \ On Riven, there are several courses of action that will result in you failing to complete your mission, some of them fatal. This subsection will list all of these scenarios, along with their consequences. Note that none of these actions are recommended. =============================================================================== USE PRISON BOOK ON RIVEN BEFORE TRAPPING GEHN =============================================================================== If you use the Prison Book on Riven prior to trapping Gehn, you will become trapped in the Book and the cover will close over the linking window, leaving you in empty blackness. When the Book is opened again, you can see that you are inside Gehn's office, and you can hear Gehn order the guard who found you when you arrived to use the Book. This will trap the guard and release you into Gehn's Age, and you can see him standing in front of you. Gehn will promptly pick up his gun and shoot you, and as you slowly succumb to the pain, he'll say this to you: "Forgive me. I don't believe we've met. I am Gehn. And you must be the one whom Atrus sent to trap me. I don't know where you got the brilliant idea to trap yourself in the Book, but I must tell you that I am quite disappointed that it is you and not Atrus who muct now pay the price for this foolishness. My one wish before I die would be to see him finally assume some responsibility for his actions. Perhaps it will happen one day. In the meantime, you have my sympathies." These will be the last words you hear before you collapse. =============================================================================== USE PRISON BOOK IN MOIETY AGE BEFORE TRAPPING GEHN =============================================================================== If you trap yourself in the Prison Book as soon as it is returned to you, while you are still in the Moiety Age, you will be discovered by a pair of rebels. One of them, obviously less experienced, will reach out as if to touch the panel, but he will be reprimanded by the other. A short while later, they will close the Book, leaving you an eternity to regret your foolhardy decision. =============================================================================== USE PRISON BOOK ON RIVEN AFTER TRAPPING GEHN =============================================================================== If you foolishly decide to use the Prison Book again after having already trapped Gehn, you will become trapped again and Gehn will be released back into Riven. Looking at you through the Book, Gehn will have this to say: "I don't know exactly why you released me, but you realize, of course, that this must be the end for you. I can't take the chance that you will change your mind again. It may provide you with some solace, however, to know that with this act of self-sacrifice, you have secured your place in history. The D'ni culture will be reborn. The lives of millions will be purified. Thanks to you. Farewell. Gehn will then close the Book, leaving you in an empty void while he returns to his vain attempts to recreate D'ni. =============================================================================== USE PRISON BOOK IN MOIETY AGE AFTER TRAPPING GEHN =============================================================================== If for some reason you have a change of heart after trapping Gehn and decide to use the Prison Book in the Moiety Age, you will trap yourself and release Gehn into the Moiety Age. As he looks around and realizes where he is, he will have these words of appreciation for you: "It appears that the Moiety and I will finally be able to discuss our differences face to face. I don't know exactly why you released me, but you realize, of course, that this must be the end for you. I can't take the chance that you will change your mind again. It may provide you with some solace, however, to know that with this act of self-sacrifice, you have secured your place in history. The D'ni culture will be reborn, and the lives of millions will be purified. Thanks to you. Farewell. Then Gehn will close the Book, abandoning you while he goes to put a permanent end to the only group that resisted his tyrannical rule. =============================================================================== REFUSE TO USE THE PRISON BOOK THREE TIMES =============================================================================== If you visit Gehn's Age three times and refuse to use the Prison Book each time, Gehn will lose patience in you and become convinced that the Book is a trap. He will prompty set down the Book, pick up his gun, and shoot you. As the life gradually ebbs from your body, Gehn will have this final comment for you: "See. I have changed. There was a time when I might have let you live. I made that mistake with Atrus once. It's a pity you decided not to give me a second chance, but there's still time." Those are the last words you'll hear before leaving this world, the result of your own stupidity in attempting to test Gehn's patience. =============================================================================== OPEN THE FISSURE BEFORE TRAPPING GEHN OR RELEASING CATHERINE =============================================================================== If you use the code in Catherine's journal to open the Fissure before you trap Gehn or release Catherine, you will create an utter catastrophe. As Riven begins to disintegrate, Atrus will link to Riven and run up to you, asking, "There isn't much time. Where's Catherine?" He'll then take the Prison Book from you and look in it, and when he realizes that it has not been used, will say, "The Book is empty. I don't understand." Meanwhile, Gehn, with his guard, will run down the stairs behind Atrus and respond, "You never did!" causing Atrus to exclaim, "Father!" Gehn will retort, "Father? I am no longer your father, because you are no longer my son." With that, he will shoot Atrus, killing him instantly. Gehn will take the D'ni Linking Book from Atrus's pack, then turn to you and say, "I don't know what you thought you were doing, but thank you. I am finally free." Gehn will then signal the guard to shoot you, and you will die along with Atrus, Catherine, the natives, and the Age of Riven itself. =============================================================================== OPEN THE FISSURE BEFORE RELEASING CATHERINE =============================================================================== If you successfully trap Gehn, but proceed to open the Fissure prior to releasing Catherine from her prison, you will prove yourself no friend to Atrus. As Riven crumbles, Atrus will link and run up to you, asking, "Where's Catherine?" When he reaches you, he'll take the Prison Book and examine it, responding, "I don't understand. You captured Gehn, but why did you signal me? There's no time left, the Age is collapsing. I've got to get back before it's too late." Knowing that there is no chance for him to save his wife, he will take his Linking Book out and hold it over the Fissure, saying, "Your way is clear. You're free to go home. Farewell, my friend," though the last word will be especially strained. Atrus will then link to D'ni, causing the Book to fall into the Fissure. Then, the ledge you're standing on will collapse, and you will fall into the Fissure as well. As you slowly fall among the stars, you can imagine Atrus's dejected, heartbroken words: "So much work. Gehn is at last defeated, but the price of this defeat is dear. The people of Riven must try to hang on in a world that is dying, and I am sentenced to a futile task of nursing Riven's fatal wounds. Of Catherine, I will never know her fate." You will then continue falling through the stars which you know will return you safely home. Your conscience, however, will be forever burdened by the fact that you have rendered years of Atrus's work worthless and have, in all likelihood, killed his beloved wife, along with all the inhabitants of Riven. SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER***SPACER* ######### # # ====================================================================== ####### VII. NECESSARY ODDS AND ENDS [VII] # # ====================================================================== ######### I know nobody reads this stuff, but I have to put it in here. If you're considering downloading, printing, selling, or posting this guide, though, I *strongly* advise you read the copyright notice below. ____ | \ ******************************************************************** _| \ A. COPYRIGHT NOTICE [VII.A] |._______| ******************************************************************** --| \ Copyright 2005 Steven Reeves This guide may be reproduced for personal, private, non-commercial use only. It may not be hosted on any web site other than GameFAQs.com and its affiliates. Posting this guide on any other web site or using it as a part of any public display without explicit permission is strictly prohibited, and a violation of copyright law. Basically, feel free to download and print this guide to your heart's content; you can even make copies for your friends. The key word, however, is "give". I didn't get paid anything for writing this guide, so you shouldn't get anything either for merely printing it off and passing it out to your friends. Also, this guide may not be hosted on any web site other than GameFAQs.com without explicit permission, and I wouldn't count on getting permission. To ensure that my copyrights are respected and that updates are posted, I prefer that only GameFAQs.com host my guides. However, feel free to *link* to this guide to your heart's content. Feel free to use the information in this guide for whatever you want, including as a source for your own guide. All I ask is that you give me credit. (You don't need to ask me for permission). You may NOT copy any part of this guide and treat it as your own work. That is plagiarism, and if you do it in college, it can get you expelled. By "copy", I mean not only a word-for-word copy-and-paste, but also taking my guide and slightly rewording or rephrasing it. Basically, the legalese boils down to this: the actual INFORMATION (e.g. where a certain item is, what weapon works on a certain boss) contained in the guide is not copyrighted, but my creative PRESENTATION of that information is copyrighted. I hope that makes sense. If you want to quote a small section of this guide (i.e. less than a paragraph), that's fine, provided you give me credit. If you want to quote a larger section, email me explaining what you want to quote and why. If you're still confused regarding some of these copyright issues, check out GameFAQs's copyright information page, which outlines what exactly is legal and not legal, protected and not protected: http://www.gamefaqs.com/features/help/hcontrib_2c.html ____ | \ ******************************************************************** _| \ B. CREDITS [VII.B] |._______| ******************************************************************** --| \ o GameFAQs for being an awesome site. o CJayC and all the GameFAQs moderators for creating and maintaining an awesome site. o Cyan Worlds, for creating, er, linking to, such immersive, engaging worlds. Keep it up! o Riven, MYST, and Cyan are registered trademarks of Cyan Worlds, Inc. o The Riven manual, for the controls, since otherwise I would have forgotten some of them. o "Official Riven: The Sequel to Myst Hints and Solutions" for some logical explanations (not solutions) and for inspiration on the format of the Hints section, as well as being used for reference purposes. o Universal Hints System, http://www.uhs-hints.com, for inspiration on the format of the Hints section. o Admiral's Myst FAQ, http://db.gamefaqs.com/computer/doswin/file/myst_b.txt, for inspiration of the overall structure for the FAQ. o The D'ni Desk Reference, http://www.dnidesk.com, for being an invaluable reference source for speech and journal transcripts. o Riven Unofficial Home Page, http://www.members.aol.com/mystsequel, for making sure I didn't forget any of the alternate endings. This site, by the way, is also an excellent site for all the latest Myst-related news, though it is updated rather sporadically at times. o GameFAQs, for listing the formats Riven has been released in. ____ | \ ******************************************************************** _| \ C. CONTACT INFO [VII.C] |._______| ******************************************************************** --| \ Questions? Comments? Complaints? Call toll-free at email@example.com! Qualified representatives are standing by to take your call 24 hours a day, 365 days a year! I am happy to answer all intelligent, legible questions and would be glad to receive comments, suggestions, and constructive criticism. I will not reply to questions or comments that are irrelevant, illegible, or rude. Also, check the guide first before asking gameplay questions. I'm pretty sure I've covered everything gameplay-related somewhere in this guide, so check before you email. If, after checking, you find that I have overlooked something or have not made something clear enough, please email me with your problem and I will be happy to help you and update the appropriate section of the guide. I would be especially interested to receive comments regarding the hints section. Was it helpful? Could you find your question easily? I would appreciate any suggestions to improve the hints section. Also, I am not a tech support center. Do not email me asking why your game freezes, refuses to install, crashes, etc. I also do not like spam. I have yet to meet one person who does. Do not send any to me. ____ | \ ******************************************************************** _| \ D. VERSION HISTORY [VII.D] |._______| ******************************************************************** --| \ I don't know why anyone else would be interested in this, so I stuck it at the very bottom where nobody will see it. If you've taken the time to read all the way down to here, way to go. You get a gold star. By the way, as you'll notice, this strategy guide has already existed in various incarnations on my computer long before being hosted on GameFAQs. 1.00 2003 This first version of the walkthrough is a Microsoft Works file. 1.10 September 2004 This is the walkthrough revised and converted into HTML format, though never placed on the Internet. 1.20 04/04/2005 COMPLETE AND READY TO SUBMIT!!! This is the first version of the strategy guide posted on GameFAQs. The walkthrough has been converted to .txt format and revised. Also, sections for hints, solutions, and everything else in this guide have been added. =============================================================================== =============================================================================== Congratulations, you've reached the end of the guide. I thought I'd put something enriching down here for you people who made it all the way to the very end: it's the definition of the limit. Enjoy! Let f be a function defined on an open interval containing c (except possibly at c) and let L be a real number. The statement lim f(x) = L x->c means that for each e > 0 there exists a d > 0 such that |f(x)-L| < e whenever 0 < |x-c| < d, where d and e are small real numbers.
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