Riven the sequel to MYST

Title: Riven the sequel to Myst
Developer: Cyan
Producer: Broderbund
For: PC
MSWord: Courier New
By: Ghidrah
EMaul: Ghidrah_@hotmail.com

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 
the game.




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 
Options appear.

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.

1st Temple

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 
cave's perimeter.
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 
looked into.

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 
organized notes. 
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.

Gold Dome

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.

2nd Temple

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 
next stop.

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.

Volcano Island

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 
completely yellow.

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 
looking into.

Ghen's workshop

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. 

The Journal 

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.

Golden Dome

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 

Grid/map Island

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 
be numbers.

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 
pedestal lever.
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 
with coordinates.
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.

Forest 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. 

The Village

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 
access it. 

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.

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 
golden dome.

Golden Dome

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, 
(Ghen's ledger).
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 
island domes.

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 
power sources. 

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.

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.

Ghen's Island

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 
call Ghen. 

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.

Prison Island

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.

Ghen's Island

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.


Temple Isle

Temple puzzle
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.

Volcano Island

Boiler Puzzle
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 
other locations.

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 

Dome Island

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. 

You don't have to keep the domes spinning to complete the game