Riven the sequel to MYST
Title: Riven the sequel to Myst
MSWord: Courier New
If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with its use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
As with all my guides, find some legit trick I missed, I'll give you credit
for it in the guide and an insert amendment to the guide where it will be
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for this PC version of
6. NOTES OF INTEREST
Riven the 2nd story in the MYST saga finds Catherine the wife of Atrus
marooned on her home age of Riven along with Ghen the father of Atrus. As it
so happens Ghen wrote the age of Riven many "X" number of years before and
may be responsible for the geological chaos that has been plaguing the age
for many decades. 30 years earlier Ghen was trapped on Riven by his son
Atrus. Apparently Ghen is an unstable megalomaniac who aspires to recreate
the D'ni civilization at its glory.
How Catherine is trapped on Riven I'm not sure, however Atrus is truly afraid
of Ghen and refuses to set foot on Riven even to save his wife. Atrus hatches
a desperate plan to bait Ghen with a prison book given to MF before being
sent to possible doom.
Options are accessed once you're in game at the upper left corner of your
monitor screen. Move the cursor up and left and click, File, Transitions and
Set transitions to fastest otherwise you might snap waiting for MF to move or
turn around. In options check off everything above setup and that's about it
for Riven. My Friend moves through Riven by clicking the left mouse button.
To turn around or look about move the cursor to the left, right top or bottom
of the screen and left click.
Linking books and some parts of FMVs
The start up sequence for a linking window event is quite dramatic as MF
circles and soars down toward the link in point of the next age or a
different part of a current age. Conversations between MF and others while
informative can take up some considerable time also.
It does get old after the 1st couple times. To speed things along you can tap
the space bar and jump to the end of the event where you're able to take
action. Be aware that some conversations will not jump forward to the end but
only make a partial advance.
Like MYST before and all the games to follow you really need to keep a
notepad for all things important and for things that may be important but
you're just not sure about. If this is your 1st time through or it's been
some considerable time since playing you don't know what is or isn't
important till the fat lady sings.
Some important information and items like clues, buttons and levers are
hidden in the geology and landscaping. You really need to explore and check
everything to acquire all the info needed to solve some of the puzzles.
You need to read all books, journals and letters you find on Riven and write
down anything that looks or might look interesting. Draw and or comment on,
(on the notepad) any and all designs you see especially if they're spread out
over all the islands. It can get to be a PITA running back and forth all over
hell looking for something for verification.
Like all Myst games the hand icon, (pointing finger) changes for pointing up,
down or for turning around and unless there's something of interest to grab,
(open hand) it stays with the pointing finger.
As the game begins you as My Friend appear in front of Atrus who's sitting at
a makeshift desk and writing. The surroundings appear to be the same as
you're meeting during MYST and much later in End of Ages. If so then this is
Atrus begins speaking as he hands MF 2 books, one is a small journal the
other a linking book which you are told is a prison book. He tells you what
he needs you to do and what he'll do once you find Catherine and contact him.
At that point Atrus closes the book he's been writing in then reopens it,
turns it toward MF to show the linking window.
Temple and Dome Island
The next thing you know MF appears inside a narrow structure and then a
barred gate slams up locking MF in. After a few seconds a Rivenese appears
from the right approaches and snatches the linking book from you. Shortly
after that it looks like the indigene is knocked out by a sling shot to the
head as he drops to the ground. In a moment he's dragged away by someone
unseen then said someone returns releases MF from the cage then scurries off
with the prison book.
You are now free to move about the cabin ... thoroughly explore your
surroundings. Ahead and to the left is a metallic cone shaped device;
investigate and take notes of all aspects of it. Look up and take note of the
huge honkin gold dome high up on the cliff. Nothing works on the cone so pack
up and move on. You can walk further into the cleft but it stops and drops
off down to the ocean; head back toward the link in point and continue past
to the ledge.
Take in the scenery, Ah! This is definitely a water world and I wish I had my
snorkel and fins. If you're methodical in your exploration you'll find many
points of interest. To the left is a set of stairs up, at the top and to the
right a bridge spanning the distance between 2 islets. Once at the top you
discover an opening to the left and that the stairs go back down to the other
side of the isle.
As you move into the anteroom on your left you'll discover a button on the
wall before entering the golden temple. Explore the small temple there's much
to be found the number 5 appears all over the place. At the far left corner
of the room is a gated opening which leads to the humongous Gold dome. Return
to the anteroom and try the button to see what it does. Boo each peephole as
it rotates into position then exit the temple when the openings return to
their original positions. Take the stairs down the opposite side of the isle,
locate the shoddy wooden and locked door and figure out how to get by it.
Once past the door, move to the top far end of the room to Boo the peep hole.
With what you see from the cave and what you learned from the temple anteroom
button test what do we know?
1. The temple has a rotating wall with 2 offset openings.
2. The temple has at least 3 openings leading outside or to rooms at the
3. The walls of the temple have peepholes usable from the exterior side of
the rotating wall only.
4. The 5 temple pillars have mechanical golden beetles that can be opened and
What do we want to do?
1. Access the Gold Dome.
2. To see if there are any other hidden rooms around the temple.
What do we need to do?
1. Use the anteroom button in conjunction with the cave opening via the 2nd
set of stairs.
As you discover what the temple has to offer ensure that you investigate all
things thoroughly to achieve your goals and remember to take informative
I believe the golden beetles offer a history of Ghen on Riven. Start from the
1st beetle to the left as you enter the temple from the anteroom then move to
your right to the next beetle after each viewing.
Once you have access to the GD, explore and take notes. Do a close-up of the
plaque on the railing, look somewhat familiar? Draw it out for any future
reference. Take in the scenery once you're out the lower level of the dome.
Lucky for us all the pipe junctions on Riven have little signs on them
telling us what they belong to. Divert the steam flow on the pipe and
continue along the walkway.
At the beginning of the tunnel ahead you find an inactive button, then at the
opposite end of the tunnel another pipe junction and lever. Pull the lever
and take note of the railway system over the water and between the islands as
you head back to the Temple. As you approach the dome opening leading to the
bridge between the dome and temple take note of the lever on the right give
it a try for GPs and take note of the results.
Click your way across the bridge to the next section of the island be
observant as you move through the tunnel. Locate a door on the left, enter
and poke at all the pokables one of them is important. Exit when done and
continue to the next area which turns out to be another temple, (I guess). A
huge cage, maybe it's the other end of the one in the cage room above.
There's 2 big fish with tusks on either side of the cage. Exit to the big
outside; there looks to be a transport station and a pedestal with a blue
button on top, push it and wait.
An odd looking shuttle pulls up to the platform and readies for loading. Once
inside it'll be easy to figure out how to operate. Take a cool ride to your
Forest and Village Island
Once out of the shuttle take your time and thoroughly explore your
surroundings. It's a bit camouflaged but certainly not invisible, there's a
wooden-ish eyeball in the rock wall behind the shuttle stop, push on it and
it rolls in place. Take note it makes chirp sounds and has a symbol painted
on the back. Enter the cave and exit the opposite side. A set of stone stairs
leads down and left and up and right, I'm taking the right path to a wooden
bridge. To the left of the bridge is a huge inaccessible lever connected to
an equally huge disk. I can't tell if it's embedded in the rock or not.
You can see the GD and temple Isles which looks more like one island than 2
smaller ones. Cross the bridge, find that there has been some clear cutting
of the local tree species and that the path forks left and right. The right
side path forks again leading one to a forest gate and the other to a hole in
the ground with a tram in it. The left path from the 1st "forking" leads to a
tunnel, I think I'll take the forest gate since I'm close to it. There's a
beetle on the gate post, poke it, watch and listen to it when it flies off.
Enter the forest, move slowly, and take note of the huge sword stuck in the
ground must have been left by a Titan. Just as you pass through the hole cut
into the 1st tree you can see the sword up close, it looks more like a dagger
from here. There's also a set of steps leading down to the dagger, which ends
up at another eyeball. Push on it to hear an odd sound and see another curios
symbol on the back. Continue on into the next tree to find another fork, go
right and down another set of steps.
There's a giant tusk fish totem attached to a tree on a sort of boggy mound.
There's nothing to do here so head back to the tree fork. As you climb the
steps you can see a rotating dome up high and in the distance. Once inside
the tree go right, climb the steps to a gate and exit the area. Once out in
the open you see an elevated cone shaped tower with a guard in it. The guard
alerts someone somewhere with a siren and then disappears from view by
ducking down or linking out, I can't tell.
Head left and discover you're back at the clear cut area. Turn around and
continue back onto the walkway and into the unexplored areas of the forest
island. The wooden walkway snakes all over, in and out of a tunnel and then
MF pops out into what looks like a flooded caldera. Once there the game takes
over preventing MF from any actions while the locals clear out and go into
hiding. Look all about as you move deeper into the caldera and take note of
all the points of interest.
A metal overhead walkway, a maypole looking thing a dock with a metal ladder
down into the water and a stone cone shaped object in the water with a
telescope looking thing sticking out of it. Oh and this is a good one ...
"WATER HOLES" ... many of them, literally holes in the water with no apparent
containment materials maintaining their shapes.
Look up to the cliff face of the caldera there are many stilt supported balls
attached to the walls and top of the caldera. Their look reminds me of "Abe's
Odd World". Proceed to and climb the 1st of many ladders. There's a ball
shaped structure close by, the 1st couple times I played through I ignored
it. Then one time for the heck of it I use the door knocker and to my
surprise an attractive woman peeked out via a peephole then quickly closed it
never to return.
Continue to climb and move forward eventually you end up on a mini mesa with
what may be an Altar. A canopy covers a seat or statue of the tusked fish
thing and there's what looks like a drum on either side of the statue. Most
conspicuous in the area is the diving bell tram, (for lack of a better term)
it has wheels, and there's a big lever to the left. You can get in and look
about at the levers but they don't do anything. Lastly the large lever to the
left of the tram, push or pull it to watch the bell lower down to the water
level of the caldera.
Once done I can't find anything else left to do here so head back to the
clear cut area to investigate the hole in the ground. Once there drop down
into the tram and pull the lever. Ready yourself for a cool ride above and
below the water.
Had I known the tram was going to take me off island I might not have gone
for the ride, electing to stay on Forest Island to continue exploring.
When you reach the end of the ride MF is unceremoniously dumped out into a
trough and then outside onto what looks like a chipper shredder. From your
current position scan the surroundings for all items of interest.
I'm pretty sure this place like the Forest Island is also a water filled
caldera from a hopefully extinct volcano. To the right is a long pier running
out to the center of the caldera's lake, at the end is a metal device.
Further right is a large round metal building and further still up high is a
structure built into the wall. Try the lever on the chipper and see that it
doesn't work then climb down from the chipper and explore your surroundings.
As you approach the pier take note of the blue burner flames coming from the
bottom of the round building. Maybe it's a giant teapot?
At the end of the pier is a manifold that provides, (steam, gas or
pressurized air) or whatever to 3 different items. The chipper and the round
building are 2 of the 3; the 3rd pipe runs over to the cliff then up and over
or into it, I can't tell from here. I test the manifold by moving the lever
over to the chipper pipe then test the chipper lever. The chipper works. Back
at the manifold I switch it back to the original position then make my way to
the round building.
The door is locked but there are 3 levers and a wheel valve on the water side
of the building. There's a glass view plate on the building and I can see
water boiling inside, so maybe this thing is a teapot or a boiler. While
standing at the levers if we look left we can see a ladder on the far cliff
face leading up to the balcony.
It's time to figure out what the levers and wheel do. After some testing it's
clear that only one lever works, (the one that shuts off the burner). With
the burner off the water stops boiling and you can get into the building, but
you're stopped at the door by the water. MF doesn't swim, but we can see a
round trapdoor or drain at the bottom of the boiler. If you look at the
bottom of the teapot you can see huge pipes.
We have one thing we can try, the lever on the lake, it powered the chipper
maybe it'll do something for the boiler. So on our way to the manifold lets
take a walk over to the far away ladder. The ladder turns out to be a waste
of time, a locked manhole cover blocks access to the balcony above. But it
also lets us know that there must be another access point to the cliff
balcony, (that's the way things are in a Myst game). On our way to and from
the ladder we saw a huge honkin pipe leading from the bottom of the boiler
to, up and over the cliff wall. Once at the manifold flip the lever over to
the boiler pipe then return to the boiler's levers and wheel for another
What do we want to do?
1. Access the structure built into the caldera's cliff face.
2. Use the boiler as a means of access and or to power something.
What do we know?
1. The manifold diverts power, (by steam, gas or air pressure) to 3 devices.
2. Access from the ladder to the balcony is blocked.
3. There's a big honkin pipe from the boiler to up and over the cliff face.
4. The bottom of the boiler has a trap or drain.
5. The right side pipe lever shuts off the burner.
What do we need to do?
1. Manipulate the boiler.
Once you are at the top of the volcanic cone follow the path over to the
balcony. Once there drink in the scenery and take note of the distant walkway
past the balcony. Unlock the ladder cover and then open the double doors.
It's pretty dark but the walkway is obvious, follow it to the end. There's
small metal dome, a lever to the left, some kibble in a small tray on the
right and lastly above there's ducting, a fan and the fan grill is open.
You can open the dome to find a pressure plate, it clamps shut wicked fast
when pressed on. You can place some kibble on the plate without springing the
trap but when you pull the lever NADA! Head back to the doors and balcony,
hmm, now what?
What do we know?
1. There's a fan past the double doors with an open grill.
2. There's a walkway further along the cliff face with no apparent access
3. There's a device below the fan that doesn't work.
4. We have one more position on the lake manifold.
5. Said manifold's valve and pipe pass into and or through the cliff face.
What do we need to do?
1. Return to the manifold move the valve back to its original position
2. Return to the balcony and check everything again.
Well switching the manifold valve allows the dome trap thing to work but I'm
not sure what value it provides. Click on everything as you go back to the
doors. Hey Moe look! You can't trust anything, the double doors are embedded
in the walls to either side and you can't see their handles! So they like to
hide things behind doors.
When opened the right side provides access to the walkway seen from the
balcony, the other hallway ends at a door that opens up to a room with
another rotating dome. There are symbols on the exterior side of the dome but
I can't tell what they are. Explore and discover a hole in the wall to the
side of the dome, it looks like there's a lens in it. There's also a hole in
the roof of the cave either by accident or design.
Try the door as you exit the room and discover a tunnel to a small room with
a lens thing in it. Look in it and see the symbols on the rotating dome.
There's a button on the top of the lens that when pressed if it's in the down
position it stops the dome from spinning. Out of all the symbols there's one
solid yellow symbol, there's a couple of partially yellow ones but only one
I'm guessing the dome stops when the button is down, I just began mad
pressing and the thing eventually stopped spinning.
Big cool thing happens when the dome stops, it opens up exposing a window
showing a book and a sliding keypad. The keypad has 5 sections with 5 units
per totaling 25 units. I have no idea what the code could be so for the lack
of knowing what to do I'm going to start the dome back up and leave. Back at
the double doors I get the idea to restart the boiler just in case it's
important and one of those pipes running over the cone needs whatever the
boiler provides. Once done with the boiler and back on the balcony head out
for the walkway and stop to take in the view. Even as a game scene the view
is relaxing. When satisfied continue on along the walkway.
As you near the next building you'll begin to hear a hum eventually the hum
will reveal itself to be a magneto. Pull the lever and the sound goes away.
Take note of the cable that runs out from the magneto to the building and
back toward the double doors then turns and enters the cliff face. What might
that operate? Maybe it's the fan? Before you run back to the fan move to the
building and try the door! It's locked but you can sort of see into the
building. When you return to the fan look up, yup it's off. I can't see where
the cable attaches to the fan but it must be the ticket. Climb up and through
the conduit then drop down through the 2nd fan into the room you were just
Nice room, big, open, a couple 3 work benches 2 doors and lots of glass for a
light, breezy and cheery atmosphere; I gotta stop, I'm beginning to feel like
Mary Poppins already. Have a close up look about the room, there's lots of
interesting stuff but not much to touch. Eventually you'll come to a big
ledger read it, all of it and take notes on all of the important stuff.
On pages 3 and 4 Ghen writes of steam caps and a drawing of the lake manifold
and how it's embedded in the caldera. So safe to say it's a geothermal vent
that they connected up to the manifold. This caldera may not be so dormant.
There are several references in the journal that warrant noting.
Inspect the round ball on legs in the center of the room, it's an oven or
something similar that he uses to burn linking books. So maybe the chipper
shredder on the beach makes the pulp, the boiler cooks it to a mash then the
grill acts as a sieve to remove the water.
OK, all done in Pewee's playhouse; let's take a look out the door on the
right, in short time you'll take note of another shuttle station, although
there's no shuttle there. Head back into the building and out the left side
door that you 1st approached the workshop from and head right. Not too far
away from the building you enter and then quickly exit a tunnel to see the
same big gold dome from the linking point into Riven.
Before you beat feet to the dome stop and take a look around just at the
tunnel opening, you can see 4 of the 5 islands. Take off to the other end of
the walkway and pull the lever at the raised bridge to lower it for dome
access. Once inside follow the only route available to you and exit the dome.
Crap dead end, do a 180 and look a button a dull and un-shiny button "PUSH
THE BUTTON!" An elevator from the lower walkway rises up to span the gap. So
this button and the button on the lower level at the tunnel entrance may be
As you make your way to the exterior of the upper temple section of the
island you pass over the 3rd rotating dome. At the rock wall you'll find a
lever pull it to raise the door. You've already been in this anteroom. The
lever inside has been raised. Return to the gold dome and continue to the big
wheel, click on it to extend the walkway to your 1st entry point into the
dome. You now have a loop from the temple to the dome and back.
Remember the lever at the entrance to the dome? Pull it to raise the bridge
and retrace your steps to the back side of the temple. Begin pressing the
button to gain access to the temple and then to the walkways raised bridge.
Climb the walkway to the top of the dome to see what there is to see. Sooo,
there's a button on the right and a giant press thing in the middle. It has
some colored beads or marbles on the right side of the press's grid. Maybe
these are the fire marbles mentioned in Ghen's workshop journal. I can't see
where they might go at the moment so I'm heading back to the dome via the
temple. Once in the main level of the dome head back to Volcano Island.
Volcano Island shuttle
Once you're back on Volcano Island head back to the shuttle station and see
where it goes. As you pass through the workshop tap the blue lighted pedestal
before you exit, the shuttle will be waiting. As you make you're way to the
shuttle take note of the surrounding islands, it's one of the best views of
Dome, Forest and Grid Islands. Hop into the shuttle and ride over to the Grid
Hmm! The shuttle station cave has 2 doors one on either side of the shuttle
bay. I wonder how we'll get over there. Anyway for now head out through the
easy door to see what there is to see. Once outside take a look about you can
see the Golden Dome Island to the right, Forest Island wide right and the
volcanic Workshop Island dead ahead. Climb the stairs to the next level, take
your time and check everything out as you go. Take note of the red area below
the walkway, something's down there.
Continue on to and up the stairs of the fortress like wall. The raised area
contains 2 large pools, one on either side of the walkway and there are
island like structures inside the 2 pool areas. Ahead and above your current
position is another and even larger barrier wall that has what looks like a
balcony and a large and strange looking object projecting from the wall.
Continue moving forward till you locate and enter the elevator. Push the
button and ride it up to the balcony level.
Move out to the end of the balcony and take it all in. From this position you
get an even better look at the 3 other islands. Look down and see a grid
representation of the 5 islands. On the railing is a push pad which also
shows a representation of the island group in block form like the railing
plaque in the Golden Dome. Push one of the patterns and watch what happens,
I'm pretty sure Ghen is using the microbial or bacterial organism water from
the village and or possibly from the entire age. The water substance rises up
from the island forming something. After trying the others the only thing I
can say for "ALMOST" sure is that I think I see a dome structure on a couple
of the islands. Maybe it's a topographical representation.
So when you're done playing with the buttons do a 180 and move into the other
area on this level. This may or may not be another caldera the outside layer
looks man made but the inside looks natural. There's a big metal dome in the
center of the pond or small lake and a ramp leading to it. It looks like a
walkway surrounds the dome and I think I see and hear another rotating dome.
As you enter the dome and climb the steps you'll see a pedestal. The pedestal
has a lever and very small grid showing the currently accessed island
representation from balcony area, (the small upper right island). 1 grid
block is highlighted on the grid. Below the pedestal is a large a flat grid
that is broken up into area with 25 squares in a 5X5 pattern.
The ramp leading to the lake dome is only available if you have one of the
balcony grid block push pads depressed to highlight one of the island
Click the highlighted grid square on the pedestal and watch a 3D
representation of the small island rise up from the large flat grid below.
Note that the grid lines remain and if you click the lever on the pedestal
the small and large grids rotate for a possible clearer view of an object of
interest like the small dome on the upper left hand corner of the grid.
The last island I had accessed from the balcony before entering the lake dome
was the single square island from the upper right hand corner of the island
I exit the dome for a minute and check out the rest of the area and find the
4th rotating dome. I move to it and sort of make out a circle with a
horizontal line in it. From this position I can also see the lens that
controls it on the back side of the lake dome. Move over to the lens, this
lens is offset from the rotating dome and the yellow symbol can't be seen
while the dome is rotating or stopped. Once the dome stops move to it and
inspect, it has a keypad, and a view port and there's a linking book inside
just like the volcanic isle dome.
What do we want to do?
1. Get into the dome.
2. Use the linking book.
What do we know?
1. The Domes have linking books in them.
2. The domes have keypads with 25 lines within 5 segments requiring codes.
3. There's information in Ghen's ledger that might prove useful regarding the
4. We don't know what the symbols mean in Ghen's journal but suspect they may
What do we need to do?
1. Find out what numbers the symbols represent.
2. Insert the D'ni number code from Ghen's book onto the dome's keypad.
What do we know?
1. The answer to the pass code is somewhere else on the age of Riven.
Move to the dome's lens and restart the dome. Now we're back to dealing with
the lake dome and the island grids below the balcony.
What do we want to do?
1. Figure out what the grids in the lake dome are for
2. Figure out what the grid islands below the balcony are for.
What do we know?
1. The island grid represents the islands on Riven.
2. The push pad on the balcony forces the microbial water species above the
grid islands as a 3D representation of the island topography.
3. The flat grid in the lake dome also creates a close up 3D representation
of an accessed island.
4. The lake dome's flat grid and the pedestal grid can be rotated by the
5. When testing the grids on the "Single" block/square isle representation we
could see what may be one of the rotating domes.
What do we need to do?
1. Test the rest of the island grids, look for domes and log their locations
2. Identify the islands.
Once complete there's nothing left to do on the upper part of the island,
although observations suggest there's a lower level to the island. Head back
to the shuttle station for some brain work. Once back in the shuttle station
you realize you can't send an unmanned shuttle away and there's no obvious
access to the 2nd shuttle station door from your current position. I entered
the shuttle and turned it around and for no other reason than curiosity I
tried to turn to look at the door figuring I would be prevented from doing
so, it let me turn and the freakin door was open.
In the 1st 2 shuttle rides I turned the shuttle around and tried to exit it
to explore the opposite side of the station before leaving the island. The
game prevented me from turning to the door. Later after some brain work on
Grid Island, I realized that the 1st 2 stations didn't have a blue shuttle
call button on both sides of the station as on the Volcano to Grid Island
station. Even though you can see both call buttons as you enter the Grid
Island station it didn't sink in.
3 clicks past the stations 2nd doorway is a lever just past the lever is a
water pool. Pull the lever and an elevator rises up from the water. Get in,
push the button and ride the box down. A narrow glassed in hallway with what
looks like roiling magma on the outside of the glass wall leads to a sort of
tunnel where some guy is standing or waiting or I don't know, in any case he
books right, (your left) in an attempt to flee the area. Follow him/her only
to discover that Elvis is leaving the building. When the game frees MF return
to the tunnel and continue to and up the stairs to a large room with a throne
thingy at the tippity top. Climb in and begin playing with the buttons and
levers to figure out what it does.
The 2 levers and button are pretty much one of the easiest things in the game
to figure out. Ensure you get and log all the info you can out of the devices
before leaving the room, most of it is quite valuable. We also get a full on
view of the tusked fish which looks more like a whale than a fish, so from
here on it's "Tusky the Whale". When done exit to the 2nd shuttle station and
take off to the next island.
Exit to the wooden elevator pull the lever and ride it up. When Otis stops
click the lever in the small room and explore. We've traipsed out of a totem
of Tusky the Whale's" mouth and returned to Forest Island.
Don't go far or the mouth will close forcing you to restart from some
inconvenient spot or make the run all the way around again to the elevator.
Head back inside Tusky to the lift lever note the scratches, there's another
level above this one. Pull it and ride up into the trees. Once outside
explore, locate and note all points of interest. Continue around the dome and
up the stairs. Another tower guard sounds the alarm once MF is spotted. When
free continue to the metal structure and enter. Play with the levers to
figure out what they do, not difficult.
Oh yeah! The Forest Island village area definitely appears to be built on and
in a caldera. Hey Moe! The right lever makes the floor on the maypole close
up. There also appears to be a big metal door to the right of the maypole on
the same level as the elevated walkway. Return to the tree and ride Otis down
to forest floor level. There's only one place we haven't been to on forest
Island and that's the beach. Don't forget the tanning butter and blankets and
watch out for sand crabs ... they're pinchy!
As you wend your way back to the clear cut area of Forest Island you meet up
with a lil cutie beauty tiny hiney Rivenese that runs away big time when she
gets a glimpse of MF. Once you're back at the clear cut cross the bridge and
make your way down to the beach. As you approach the beach you'll discover
some big dark things lolling on some boulders in a tidal pool. They kind of
look like giant long necked pinnipeds but with elongated toothy
beaks/bills/muzzles whatever. They're shy and make a honking sound when
disturbed. Eyeball the area thoroughly before moving on.
Leave the beach, continue along the path and through the tunnel till you end
up outside again. There's another guard tower but this one is empty. Climb
down the ladder on the right to the round stone thing on the ground, it kind
of looks like a kiddy pool. In the pool is another eyeball with the #2 on the
back the sound is from a flying beetle. There's a valve on the pool that
partially fills the pool with water. The silhouette is also of the bug.
When done take the ladder down to water level and follow the walkway to the
diving bell tram thing. Get in start it and familiarize yourself with the
levers and buttons. There's a big lever on the right, a left to right sliding
lever on the console and a swing lever above the sliding lever. The big lever
moves the bell forward, the sliding lever makes the bell move forward to the
right or left and the swing lever make the bell spin 180 degrees. So pull the
big lever and go for a ride. I suggest exploring every avenue offered to see
where they go.
After checking all possible rail lanes as you move around the caldera you'll
eventually end up at the only other extended platform in the caldera. This
leads you to a ladder which empties out into a pillbox like room 40 to 50
feet above the lake. Take a look out the window at all the objects of
interest; the only other extended platform is the one you used to climb down
into the bell. At the back of the pillbox is a series of 5 levers, 2 of them
are up and 3 are down. See the pattern? You only need the ones you'll use but
it's faster to flip all levers up.
When done exit the room for the bell, turn it around and return to the main
tram track. The maypole is closer but I head for the unexplored building in
the caldera. At the stop move the slide to the left and big lever forward
then exit the bell when you come to a stop. A small building appears to have
been built out of the caldera wall, nice entry door. It's a meeting house or
maybe school room, although I'm leaning toward meeting house. There's a small
cage with a crank, turn it and a hologram of an elderly man appears and
begins to speak, I think its pre-recorded, he doesn't acknowledge MF standing
before the cage viewer thing. To the side of the room is what looks like a
Rivenese version of hangman where the loser gets eaten by a shark or whale.
With each spin a D'ni number appears on the base and the hanging person gets
lowered down in increments equal to the number shown and eventually into the
waiting maw of the fish thing.
For those lacking knowledge of the D'ni number system it behooves you to take
note. It ranges up to the #9 only but will be sufficient for this game.
Exit to the bell when done, the only place of interest left in the caldera is
the maypole, so turn that puppy around and head to the maypole. When there
climb out and explore the area. Pull the cable and a 2nd cable with a larger
T Bar lowers from the top of the maypole; grab on for a ride to the top. Once
there explore, you'll find the large metal door that looks like it belong to
a prison cell and it happens to hold at least one prisoner. With a bit more
exploration you'll find the lock, unlock it and yell out, "Fly and be free my
lowly and subjugated Rivenese friend!" only to discover the guy is missing
from the cell when you make your way to the door.
There's no magic here folks, thoroughly inspect the room to find his method
of escape. Don't fret as you make your way along the long and dark passageway
there is a light at the end of the tunnel. Other than that there ain't no mo
to do there, but to take your time on the way back to the area behind the
cell, you don't want to miss anything, it can be enlightening. If you do miss
anything head back once you get to the trick cell door to the tunnel. Again
take your time and inspect everything.
This new place in the off tunnel looks like a mini stone henge temple thingy.
Each one of the stones has an image of one of Riven's fauna. It looks like
there's an altar at the back of the temple but you can't get by the stones to
OK folks it's time to don your pointed aluminum foil alien influence
prevention cap, this is going to require some brainwork.
What do we want to do?
1. Figure out what the stones and temple are for.
2. Find out if anything in the temple can further our goals.
What do we know?
1. This place is hidden from the people or from Ghen.
2. The stones have animal symbols on them
3. After looking at all the images, we can say we've seen representations of
some of them on the island.
4. Up to this point in the story we can say we've heard the sounds some of
the animals make.
5. We've taken note of 5 of the different species on Riven.
6. We've found numbered objects on Forest and Volcano Islands.
7. The stones can be lowered in place possibly for a selection process
What do we need to do?
1. Figure out how to use the information we've collected so far in the game
to solve this puzzle.
Once the stone puzzle has been solved move to the altar and proceed with the
story. Yeesh! That's a big tree ... ball ... thing. Located in the center of
yet another lake, it has lights emanating from openings or windows or
something. If and when you turn around you see that you've linked outside of
another temple maybe, maybe not. Take a step into the room to see what there
is to see.
At the back of the room there's a truly weird statue wearing a stately robe
and holding a linking book. It appears to have what may be feathers
surrounding it, I don't know. The head is covered with what reminds me of a
cartoon mosquito head. Get a close up on the statue to see if there's
anything to examine closer. The game takes over as MF approaches the statue.
MF is then startled from behind and darted as he/she spins about to face
unknown adversaries. MF is sedated and then taken to the big tree.
Eventually MF revives and you regain control. Move about the room, over to
the door you can see ball like structures that are I guess inside the tree,
they remind me of wasp nests. Move to the back of the room and look out the
opening, in the distance you can see the walkway you landed on when you
linked into this age or another part of the Riven age I'm not sure which.
Once you move back to the center of the room near the table and bowl a
beautiful young woman enters. She speaks Rivenese to MF, places the prison
book and a ledger written by Catherine on the table and then leaves the room.
I'm thinking I'm supposed to read the ledger, it's pretty long but you need
to read it.
So the yummy honey is named Nelah and when you're done reading the entire
ledger or pretend to read the ledger Nelah returns with another linking book
but this one has a sort of plate sitting over the linking window. The link
site is back at the stone henge temple, so start with the linking! Make your
way through the cell and outside to the walkway. Follow the walkway to the
ladder and then down to lake level.
We've added info and detail to Ghen and Catherine in relation to their
actions and dilemmas on Riven. We've visited 4 of the 5 islands and as far as
I can tell done all there is to do on 3 of them. We still have some
unfinished business on Temple/Dome Island and we haven't seen the symbol on
the rotating dome there.
So let's head back to the shuttle station and ride back to Dome Island. As
you approach the opening of the cave at the shuttle station side of Forest
Island you're in for a treat, the opening of the cave is in the shape of a
frog which goes nicely with the sound made by the eyeball there.
Enter the shuttle and ride back to Dome/Temples Island.
Exit the shuttle and head for the lower temple. As the door rises you see
that the big cage thing is glowing and the image of the elderly man seen from
the village meeting house cage is looking out over the temple. He stares out
into the temple for a bit then blinks out as the door rises. Maybe he sees MF
this time? Make your way back to and through the upper temple and into the
Once inside the dome, it's ponder time.
What do we want to do?
1. Decipher the key code symbols with the hangman game.
2. Discover the 5th rotating dome symbol.
3. Use the linking book inside the dome.
4. Use the giant press on top of the Golden dome.
What do we know?
1. The Golden Dome is a power manifold for the rotating domes.
2. The rotating domes are linking points for the islands of Riven.
3. The rotating dome symbols can be seen and the dome's rotation stopped with
the dome lens.
4. The rotating domes are locked and can only be opened with a key code.
5. The key code symbols for the rotating domes found in Ghen's journal are
6. The hangman game in the Village meeting house helps decode key code
symbols under the number 9.
7. The colored fire marbles are a power source and represent the 6 islands of
8. The giant press on top of the Golden Dome harnesses Fire Marble energy and
acts as a power source conduit for the linking books in the rotating domes.
What do we need to do?
1. Get the final dome symbol via the lens, stop the rotating dome and test
the key code.
2. Verify the linking book in the dome is inactive.
3. Complete the organization of all pertinent data regarding the rotating
domes, symbols, colors and coordinates.
4. Gain access to the giant press at the top of the Golden Dome.
5. Place the Fire marbles accordingly and then engage the giant press.
Turn back to the entrance of the Golden Dome and pull the lever. Once
complete head left and down into the dome and then outside to the lift. Try
the button at the elevator, it does work, ride it down. Make your way to the
rotating dome and look into the lens for the symbol then write it down. Stop
the dome and test the key code. When satisfied with the results restart the
dome and return to the original entry point at upper level of the Golden
Dome. Continue around the walkway to the next exit on the right and back to
the upper temple.
Zip to and enter the back side of the upper temple, Push the button enough
times to gain access to the temple so that you can access the original entry
point of the temple. Press the button enough times to gain access to the
raised walkway. Head for the top of the dome, locate a large device that
looks like a giant press. Again, before the press and to the right is a
button that probably operates the press.
The press has a large square grid that is sectioned off into the same grid
patterns of the 5 islands on Grid Island. To the right of the grid are the 6
colored Fire Marbles. Now for the nitty gritty, we have to figure out what to
do with the press.
What do we want to do?
1. Figure out where the colored beads are placed.
2. Operate the giant press.
3. Find Ghen.
4. Find Catherine.
What do we know?
1. The grid on the press is broken up into shapes representing the 5 islands
2. 5 of the 6 lights, (one light is out), seen from the viewing throne on
Grid Island can be matched to 5 of the 6 eye symbols.
3. Each of the 5 islands have rotating domes, 4 verified on islands known as
Dome, Forest, Volcano and Grid islands, the 5th dome is shown in
representation on an island we haven't been to yet.
4. The domes are linking points from the islands to Ghen's hidden island/age,
5. 4 of the 5 domes can be matched to 4 of the 6 eye symbols, (forest, grid,
dome and volcano domes). The 5th dome is either of the 2 remaining symbols.
6. 3 of the 5 domes can be matched to 3 of the 6 colored lights.
7. The 6 colored Fire marbles are considered a power source, (Ghen's ledger)
8. We have visual representations of 5 islands and grid coordinates of 5
What do we suspect?
1. The eye symbols represent 6 islands and at least 5 rotating domes
2. The colored lights represent 5 of 6 possible islands and their fire marble
What do we need to do?
1. Organize all the data above
2. Use the organized data to operate the press.
Once you have successfully engaged the press all 5 of the linking books in
the rotating domes will now be powered. There're 3 entries, (pgs 7, 10 and
12) from Ghen's ledger that collaborate regarding the previous statement. The
GD's rotating dome is closest so head for it.
Use the dome lens to stop the dome then the dome key code to open it up. Once
in touch the linking window and link to Ghen's island.
You link into a metal cage at the center of a round room. There are linking
books on pedestals just outside the cage but they don't work. There is also a
button on the cage that you can click and it does work. Push the button and
in short time Ghen will show up. Ghen will speak for some time giving you his
version of his time on Riven and his interactions with the Rivenese and
Catherine since her return. Ghen takes the prison book from MF but hesitates
in using it then offers it to MF 1st as a test. Then he offers to give MF
time to think about the offer and to use the linking books around the cage to
explore before taking him up on the offer.
Ghen turns on a furnace/boiler thing that lights up the pedestals holding the
linking books then exits the room. As you looked about the room after linking
in you may have noticed a linking book to the one island you haven't been to
yet. You may also remember Ghen requesting MF not to assist Catherine in any
way. I'd say easy guess is the last island is Catherine's prison island.
Lastly Ghen said the call button would reset as MF linked out. So you must
link to somewhere and back to call Ghen into the building. Link out to the
last island to see what you can see.
Catherine's Prison age
Once in the 5th rotating dome tap the floor button to open the thing up. Have
a look about. It appears to be a small rocky tor, maybe it was the remnants
of a solidified magma chamber and Ghen sliced the top off to use as a bed for
the building. Make your way up and into the building to a circle on the floor
and some metal bars. On the wall behind the bars is a device with 3 buttons
and a sliding lever, try the buttons, they produce sounds for whatever
reason. Just above and to the right there's a lever, pull it and ride to the
upper level of the building.
Just after arriving Catherine appears in the doorway and speaks to you giving
a bit of info as aid and warning then walks away. Pull the lever and return
to the dome for your link back to Ghen's place. This is where you verify the
5th dome to the color blue and the correct eye symbol.
Once you're back in the cage you have some thinking to do. If you've kept
clear notes on your finds and conversations you'll be good to go in a shot.
If you haven't and can't find or remember you'll need to do some reading,
there are 2 instances where you're given the information you need to make a
clear decision on your course of action. Once you have it right go ahead and
Exploring Ghen's place
Explore the room, the entry door is locked, there's a lever on the knee wall
that opens the linking cage and a ladder leading down into the lower level of
Ghen's living quarters. Climb down and explore find the ledger and read it.
Look into everything. A curious small globe looking thing on the table that
makes noise like something we've recently heard. Over to the window there's a
viewer that may be of Ghen's late wife. You now have all you need to free
Catherine; return to the upper level, locate the linking book to Catherine
and link out.
Once there beat feet to the elevator and use what you learned at Ghen's place
to free Catherine. The bars will spin away and the elevator will rise without
using the pull bar. Catherine will give MF instructions and a short
explanation of her intentions then leave. When free to move head back to the
dome and link to Ghen's.
The sequence of sounds produced by the globe change each new game just like
the telescope and rotating dome solutions.
Crap, back in the cage. Not to worry, locate the Golden Dome Island and link
to it. You'll have to adjust a bit Catherine has used the lift; it needs to
be lowered to use. Once on Dome Island make your way back to the cage at
Riven's main linking in point. Locate the telescope and open it.
For a refresher there is a lever on the right with a button at its center, a
keypad on the fissure cover and a somewhat hidden stop on the left. Flip the
stop, press in the correct key code and raise the cover. Use the lever and
button to lower the telescope into and through the glass view port.
Once you do this the fissure opens and chaos begins. Atrus will link into the
cage and question you. Catherine will arrive shortly, they'll link out and MF
will jump into the fissure ending the game.
1. Push anteroom button 4 times, exit, down 2nd set of stairs, enter cave,
enter temple pull steam pipe lever to metallic cone.
2. Pull left lever up, push button twice, enter temple to next room, pull
lever up push button twice.
3. Enter anteroom, push button twice head for Gold Dome.
1. Click manifold lever at end of pier to boiler pipe, return to boiler.
2. At boiler pull right pipe lever to kill flame.
3. Click left pipe lever to divert flow to right fork.
4. Click wheel to empty boiler of water.
5. Pull vertical lever on boiler wall to raise floor.
6. Access pipe at bottom of boiler.
About 30 to 40 seconds after the trap sets down wherever it sets down it
springs shut trapping a frog. If you haul the trap back up and open it the
frog will chirp and hop off the trap.
Grid Island Throne symbols
Once in the throne push the button on the right side of the chair, it'll
swing the chair around to face the water. Pull the right side lever to lower
the viewer. The viewer has a series of eye symbols and each symbol can be
accessed by the viewer. When a symbol is accessed the viewer shows an
underwater area of Riven. Each symbol represents an area at, on or near one
of the 6 islands on Riven. Each area has a colored light although one of the
lights is not working.
Forest = Red, Volcano = Purple, Grid = Orange, Dome = Green, Prison = Blue,
Ghen's = Yellow.
Forest = circle, 1/2 open horizontal eye, vertical pupil, Volcano = circle,
vertical pupil, Grid = circle, horizontal pupil, Dome = circle, dot pupil,
Prison = circle, 1/2 open vertical eye, dot pupil, Ghen's = circle, 1/2 open
horizontal eye, dot pupil.
Forest Island Village
Hidden Temple Stone Puzzle
The 5 eyeballs found on Forest Island and in Ghen's Workshop on Volcano
Island have the numbers 1 through 5 on them. Each eyeball minus the one found
at the workshop also makes a sound when the eyeball is rolled in the wall
depression it sits in. Each sound is associated with an animal found on or
around the Riven Islands. 3 of the 5 eyeballs have a representation of the
animal in question at or near the eyeball, the remaining 2 must be found at
The number on each ball represents the order it must be applied to the temple
stones to activate the altar area and expose the linking book.
#1 Triangle fish, from Village Lake
#2 Beetle village pool
#3 Frog, Forest Island shuttle station
#4 Pinnipeds forest paths.
#5 Tusked Whale Forest Island beach
Locate each animal in order on the stones and click. If you err, raise the
stones and start again.
Grid Island Dome Search Puzzle
1. Press one of the push pad island representations on the balcony railing.
2. Return to the lake dome and press one of the 1 to 11 island grid blocks
for a 3D grid representation of that section of the island.
3. Each island block is broken down into a 5X5 grid, 5 rows and 5 columns.
4. Search the grid for a rotating linking dome, if no dome is found access
each block in the island grid until one is found.
4. Once a dome is found log the row and column coordinates for the island
grid block and the coordinates for the dome within the grid block.
5. Repeat items 1 through 4 for a different island representation.
Grid Island Throne Viewer
Island Eye symbol/color Match
Each eye symbol is matched with a rotating dome, color, island and fire
Golden Dome Puzzle
The data will be organized thusly, Island, color, block coordinates,
(row/column), grid coordinates, (row/column) eye.
Forest Island, Red, 2/1, 2/4, 1/2 open horizontal vertical iris
Volcano Island, Purple, 1/1, 4/2, full open vertical iris
Grid Island, Orange, 3/2, 2/1, full open horizontal iris
Dome Island, Green, 1/2, 1/1, full open dot iris
Prison Island, Blue, 1/2, 1/2 open vertical dot iris
Set the colored beads in the in their proper coordinates then pull the lever
on the right down. The press will contact and engage the grid. Push white
button, if you have correctly placed all 5 beads the press will shake
violently along with a loud boom. If you see and hear nothing raise the press
and recheck all bead positions.
6. NOTES OF INTEREST
You don't have to keep the domes spinning to complete the game