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    FAQ/Walkthrough by Ghidrah

    Version: 1.1 | Updated: 03/07/15 | Printable Version | Search Guide | Bookmark Guide

    RIVEN the sequel to MYST
    Title: Riven the sequel to Myst v.1.1
    Developer: Cyan
    Producer: Broderbund
    For: PC
    MSWord: Courier New
    Created: 7/2010
    Revised: 2/26/2015
    By: Ghidrah
    EMaul: Ghidrah1@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.
    1. JUNK
    2. OPTIONS
    1. JUNK
    Riven the 2nd story in the MYST saga finds Catherine the wife of Atrus 
    marooned on her home age of Riven along with Gehn the father of Atrus. As it 
    so happens Gehn 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 Gehn was trapped on Riven by his son 
    Atrus. Apparently Gehn is an unstable megalomaniac who aspires to recreate 
    the D'ni civilization at its glory.
    How Catherine is trapped on Riven I don't know, however Atrus is truly afraid 
    of Gehn and refuses to set foot on Riven even to save his wife. Atrus hatches 
    a desperate plan to bait Gehn with a prison book given to MF/us before being 
    sent to possible doom. Nice of him yeah!
    2. OPTIONS
    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. 
    I swear I can't believe how thick I am, I never figured out both items could 
    be done I learned of both by accidentally tapping the keys.
    "Spacebar"; eventually you'll begin to lose control of your bowels waiting 
    for cut scenes; you can quicken the pace big time by giving the spacebar a 
    tap. It doesn't work on every cut scene but affects most.
    "WINDOWS" key; if you get lost and need to look at the walkthrough just tap 
    the windows key, to either side of spacebar, this will bring you back to your 
    desktop and whatever you have the guide copied to. 
    MF, you and I move 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 a 
    linking books connection 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 playing the game. Both are just 
    transitions. As such again to speed things along tap the spacebar 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 
    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 and 
    remember many of the interactive objects have a dual purpose. 
    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.
    It's been so long I can't remember if this was an issue when running Riven on 
    XP but on win7 with the GOG recoding there's an issue with reading the books 
    and ledgers. It forces double pages to turn instead of one. If you're getting 
    the same anomaly this will help, not cure. Once both pages turn click back, 
    both will turn back, click forward again. After a couple clicks back and 
    forth you end up on the correct page.
    After 4 yrs I finally got back to the game, not because I didn't want to but 
    because my XP pile died and Win7 wouldn't allow any of the Myst games to run. 
    It wasn't till I found out about GOG.com and I got some of my Myst games 
    back. Apparently Exile and Revelation are barred from recoding to work on 
    newer versions of PC. Why, I don't now, makes no sense to me. Anyway after 
    playing through Riven with this, my own guide I discovered areas lacking 
    detail and in some cases, (in my opinion) omissions of pertinent info. This 
    will be improved upon in v.1.1, I will make note of each revision in this 
    (2/12/15), Options,
    Spacebar used for transitions 
    Windows key escaping game to read guide
    (2/13/15), Grid isle, 
    Add info regarding grid puzzle and lake dome.
    Whale totem Forest Isle, discover secret access.
    Figure out boiler does not require restarting 
    Lead with the hand and inspect everything
    As the game begins you, me, we, us 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 K'veer.
    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. 
    Dome and Temple 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 male 
    appears from the right approaches and snatches the linking book from MF/you. 
    Shortly after that it looks like the indigene is KO'd by a rock to the head 
    and drops to the ground. In a moment he's dragged away by someone unseen then 
    said someone returns, releases MF from the cage and then scurries off with 
    the prison book.
    We are now free to move about the cabin ... thoroughly explore the 
    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. You can walk further into the 
    cleft but it stops and drops off down to the ocean; nothing works on the cone 
    so pack up and move on. Head back toward the link in/entry point/EP and 
    continue past it to the ledge. 
    This is definitely a water world and I wish I had my snorkel and fins. If 
    methodical many points of interest will be found. 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 discover an opening to the left and another set of 
    stairs back down to the other side of the isle.
    Temple #1
    Move into the anteroom and discover a button on the right side wall before 
    entering the golden temple. Explore and inspect all in 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, take note that the 2 openings are offset from each other. Return to the 
    anteroom and try the button to see what it does. Boo each peephole as it 
    rotates into position, at the 3rd turn you'll discover another gated opening. 
    When the original opening returns exit the temple and 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 has been observed from the temple and cave and 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 4 openings leading outside or to rooms at the 
    temple'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 one discovers what the temple has to offer ensure all is investigated 
    thoroughly. Remember to take informative organized notes. Click on 
    everything. I believe the golden beetles offer a history of Gehn on Riven. 
    Gold Dome
    Once access to the bridge has been made take the time to be very observant to 
    and through, take note of the odd gap in the dome roof, explore and take 
    notes. Try everything to find out if it works. Do a close-up of the plaque on 
    the railing; draw it out for any future reference. Notice the missing walkway 
    to the right; it looks like the railing has a wheel attached to it that may 
    extend the walkway. 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. Close off the relief valve and divert 
    the steam flow on the pipe for GPs then continue along the walkway. 
    Take note of the rotating dome ahead and to the left that looks interesting, 
    I'm sure I'll be back there before too long. At the beginning of the tunnel 
    ahead you find an inactive button, look up and take note of the gap in the 
    walkway above. At the opposite end of the tunnel there's another pipe 
    junction and lever. Look up, the pipe goes to the bridge; pull the lever to 
    divert the steam. There's nothing left to do here that I can see so I'm 
    heading back to the Temple; 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 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 
    Temple #2). 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 an end to the transport railing previously 
    seen and a pedestal, investigate.
    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 the 
    next stop.
    Lead with the hand and inspect everything
    Forest and Village Island
    As always, once out of the shuttle take your time and thoroughly explore the 
    surroundings. Many things are a bit camouflaged but if you're moving slow 
    enough and observant, certainly not invisible. Right off I find a round-ish 
    object embedded in the rock wall, I guess it's a wooden eyeball in the wall 
    behind the shuttle stop, push on it and it rolls in place. Take note, it 
    makes a sound and has a symbol painted on the back. Enter the cave and exit 
    the opposite side.
    At the opposite and of the stairs a 2nd set of stone stairs leads down and 
    left and up and right, I'm taking the right path and come to a wooden bridge. 
    To the left of the bridge is a huge inaccessible lever thing connected to an 
    equally huge disk. I can't tell if it's embedded in the rock or not.
    From here I can see the GD and temple Isles which looks more like one island 
    than 2 smaller ones. Crossing the bridge, I 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 and you can poke it. "POKE THE 
    BUG"! POKE IT! Watch and listen to the sound it makes 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. Shortly after passing through the hole 
    in the 1st tree the sword is up close, it looks more like a dagger from here. 
    There's also a set of steps leading down to the dagger, where we end up at 
    another eyeball. Push on it to hear an odd sound and see another curious 
    symbol on the back. Continue through 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 play with here so I head back to the tree fork. I can see 
    a rotating dome and an elevated walkway up high through the trees as I climb 
    the steps. Once inside the tree go right, climb the steps to a gate and exit 
    the area. Once out in the open I 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 I 
    poop out into what looks like a flooded caldera. Once there the game takes 
    over preventing me from any actions while the locals clear out and go into 
    hiding. Looking all about as I 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 Dalek looking object in the 
    water. 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. 
    Looking 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 ending up on a mini mesa with 
    what may be an Altar. A canopy covers a seat or statue of the tusked fish 
    thing and 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) 
    and a kiln or furnace. The bell 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. The bell is useless on the 
    mesa but likely more so in the water later on. 
    I'm at a dead end here and once done I can't find anything else left to do so 
    I 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.
    Lead with the hand and inspect everything
    Volcano/Boiler 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 chipper lever 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 the 3 main objects within the caldera walls a 
    4th pipe runs to and over the wall to some place. 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 giant 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 wheel and levers 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 open the door to 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 outside bottom of the boiler you can see huge pipes.
    We have one thing we can try, the manifold lever on the lake, it powered the 
    chipper maybe it'll do something for the boiler. So on my way to the manifold 
    I 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 and 
    balcony, (that's the way things are in a Myst adventure). To and from the 
    ladder I saw a huge honkin pipe leading from the bottom of the boiler to, up 
    and over the cliff wall. Once at the manifold slide the lever to the boiler 
    pipe then return to the boiler's levers and wheel for another test.
    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 have access to the boiler and are at the top of the volcanic cone 
    look around then 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, (just in case) 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! Return to through the doors and balcony to the lake manifold.
    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.
    Back at the contraption, well switching the manifold valve allows the dome 
    trap thing to work but I'm not sure what value it provides outside of showing 
    the cute little colorfully poisonous frog and it makes the same chirp sound 
    as the eyeball symbol at the Forest Island shuttle station. It's pitch dark, 
    click on everything as you go back to the doors. Hey Moe look! You can't 
    trust anything in a Myst game; it's so dark the opened double doors hid the 
    side doors. So they like to hide doors behind doors do they!
    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, one 
    or more look different. There's a button on the top of the lens, work it out 
    in your head. The symbol will become obvious as the dome comes to a stop. Out 
    of all the symbols on the cone only one stands out.
    I'm guessing the dome stops if the button is down when the correct symbol 
    passes. My 1st dome I just began mad pressing and the thing eventually 
    stopped spinning.
    When writing v.1.0 I thought I needed to restart the boiler, now I don't 
    believe I do.
    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 but I'm writing 
    it down for future reference. So for the lack of knowing what to do I'm going 
    to restart the dome and book. Once I'm on the balcony I head out for the 
    walkway seen from the caldera. I stop to take in the view, even as an aged 
    game scene the view is relaxing. When satisfied continue on along the 
    As I near the next building I begin to hear a hum eventually the hum will 
    reveal itself to be a magneto? Pull the lever and the sound stops. 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? Before I run back to the cave, I go to and try the door to the 
    building; it's locked but you can sort of see into the building. Return to 
    the cave, I can't see where the cable attaches, but it must be the ticket. 
    Break wind, enter the duct then drop down through the 2nd fan into the room 
    you were just looking into.
    Gehn'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 back to the 
    big ledger read it, all of it and take notes on all on all the interesting 
    The Journal 
    Gehn writes of steam caps, 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 the manifold to. This caldera may not be so dormant. It also 
    appears the Rivenese male may have been darted with poison instead of bonked 
    with a rock. There are several references in the journal that warrant noting. 
    Inspect the round ball with legs in the center of the room, it's the furnace 
    Gehn uses to burn failed linking books. So the chipper shredder makes pulp, 
    the boiler cooks it to a mash then the platform grill acts as a sieve to 
    remove the water. Lastly take note of the lone page and eyeball on the same 
    table no noise but it has a symbol.
    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 go 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 link in point into Riven.
    Lead with the hand and inspect everything
    Golden Dome
    Before I beat feet to GD I stop and take a look around just at the tunnel 
    opening, one can see 4 of the 5 islands. Beat feet 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. Before I exit the GD I head to 
    the wheel mounted to the railing, click on it and watch it extend the walkway 
    to the 1st entry point into the dome. Back to the previous exit and crap a 
    dead end, I 180 and Shemp! 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, now I'm confused, if this button and the button on the lower level at the 
    tunnel entrance are unidirectional why didn't the lower button raise me up 
    earlier? As I make my way to the exterior of Temple #1 of the island I pass 
    over the 3rd rotating dome, "memo to me" check it out before leaving GD. 
    There's a lever at the wall to temple #1, pull it to raise the door. I've 
    already been in this anteroom and raised the lever inside. We now have a loop 
    from the temple to the dome and back. Remember the bridge lever at the 
    initial entry point to GD? Run back to the initial dome entry and pull the 
    lever to raise the bridge. I return to Temple #1 and tap the button till I 
    have access to the anteroom.
    Tap the button for access to the dome bridge then climb the walkway to the 
    top of the dome to see what there is to see. Sooo, there's a wall mounted box 
    on the right with a lever and a giant press thing at GD center. It has some 
    colored beads or marbles on the right side of the press grid. These may be 
    the fire marbles mentioned in Gehn's workshop journal. I don't know where 
    they might go as of yet so I'm heading back into GD via Temple #1. Once in 
    the main level of the dome I head to the lower level and out to the lower 
    lift at the tunnel. The lift works now and lowers providing access to the RD. 
    I stop the RD to discover the symbol then head back to Volcano Island via the 
    long scenic walkway from the upper level of GD.
    Volcano/Boiler Island shuttle Sta.
    Once you're back on Volcano Island return to the shuttle station and see 
    where it goes. Don't forget to tap the blue lighted pedestal as you pass 
    through Gehn's workshop, 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 
    Grid Island.
    Lead with the hand and inspect everything
    Grid/map Island
    Hmm! The shuttle station cave has 2 doors one on either side of the shuttle 
    bay. So how do I 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 yeah. 
    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, sort of like the 
    railing plaque in the Golden Dome. Push one of the patterns and watch what 
    happens, I'm pretty sure Gehn 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 
    (NOTE) 2/13/15
    After coming back to the game and playing up to this point I discovered the 
    ramp to the lake dome was missing. Initially I thought I had forgotten to do 
    something so I restarted at a much earlier save point and retraced my path, 
    the ramp was still missing. I then thought the file was corrupted so I 
    started a new game, when I got to position again the ramp was still missing. 
    After all these years I finally discovered an anomaly of my own making. As 
    with the majority of all Myst puzzles the solutions are nearby. 
    So when you're done playing with the buttons do a 180 and move into the 
    caldera area. 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; there may or there may not be a ramp leading to 
    it. It looks like a walkway surrounds the dome and I see and hear another 
    rotating dome. If there is no ramp to the lake dome you can look around but 
    find no new levers or buttons to push or pull that will affect the ramp. 
    What do we want to do?
    1. Get into the lake dome.
    What do we know?
    1. We're on Grid Island
    2. We just played with some buttons that made water like stuff rise up on 
    each of the represented islands.
    3. There's another rotating dome in the caldera.
    What do we need to do?
    1. Stop the rotating dome and check for operational buttons and levers
    2. Look more thoroughly between the caldera and dock
    3. Recheck the push pad on the balcony railing.
    Once I figured out the ramp trigger and accessed the dome, I realized, 
    originally, I must have left one of the island representations active and 
    never realized the relationship.
    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 active island 
    representation from the balcony area, (the small upper right island). 1 grid 
    block is highlighted on the grid. Below the pedestal is a large flat grid 
    that is broken up into an area with 25 squares in a 5X5 pattern. 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 topographical 
    representation rotates for a possible clearer view of any important points of 
    interest on the grid.
    So far I've been on 4 of the 5 islands; none look like this weensy one. The 
    top of the main island has been removed and looks like a mesa, the assumed RD 
    is off to the side and appears to be on an isle of its own. Explore each 
    island with the map system and take note of each point of interest discovered 
    on each of the islands and accurately log them in notes, we'll thank us for 
    it later. Exit and check out the rest of the area and find the 4th rotating 
    dome. I can't be sure, I 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, so I begin 
    tapping. Once the dome stops beat feet to it and inspect, it has a keypad, 
    and a view port and there's a linking book inside just like the 
    volcanic/boiler isle RD. 
    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 probably requiring 
    a number code/s.
    3. The information in Gehn's ledger may prove useful regarding the dome/s. 
    4. We don't know what the symbols mean in Gehn's journal but suspect they may 
    be numbers ranging from 1 to 25.
    What do we need to do?
    1. Find out what the symbols represent.
    2. Insert the D'ni code from Gehn's book onto the dome's keypad.
    What do we suspect?
    1. The answer to the pass code is likely somewhere else on the age of Riven.
    Move to the dome's lens and restart the dome.
    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 
    I realize I can't send an unmanned shuttle away and there's no obvious access 
    to the shuttle stations 2nd door from my current position. So I figured there 
    must be access by some other means and entered the shuttle, turned it around 
    to exit and as I did I heard the sound the door makes when opening and 
    closing. For no other reason than curiosity I tried to turn to look at the 
    door figuring I would be prevented from doing so, and the freakin door was 
    Normally the game prevents me from facing 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 both call buttons are as conspicuous as they can 
    be when entering 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 ... pool of something anyway. 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 rabbits to his right, (your left) to flee the 
    area. Follow him/her/it only to discover that Elvis is leaving the building. 
    When the game frees me I 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 giant tusked whale/fish thing which looks more like a whale than 
    a fish at the red light station so from here on it shall be know as "Tusky 
    the misunderstood and emotionally strained Whale". When done exit to the 2nd 
    shuttle station and take off to the next island.
    Lead with the hand and inspect everything
    Forest Island
    Exit the shuttle, enter the elevator, pull the lever and ride it up. I notice 
    the scratches on the lever wall; they extend further than the lever currently 
    sits at after pulling it up. When Otis stops click the lever on the left and 
    the floor drops and becomes stairs. Step down and have a look about, the 1st 
    thing I see is 2 ground lamps on the path leading to Tusky, I also notice the 
    left lamp has a short narrow light at its top, something I never noticed 
    before this run. I move to and touch the skinny light and Tusky's maw closes. 
    In a panic I touch it again and he opens wide, good to know. So, we've 
    returned to Forest Island and traipsed out of the mouth of a Tusky the 
    misunderstood and emotionally stressed Whale totem.
    When previously walking through this area, the elevated walkway was quite 
    obvious and still is. With no obvious means of access to the walkway or the 
    rotating dome I head back inside Tusky to the lift lever with the conspicuous 
    scratches. Pull the lever up and ride up into the trees. Once outside 
    explore, locate and note all points of interest in particular the dome lens. 
    Continue around the dome and up the stairs after inspecting the lens for the 
    Forest Island symbol. Another tower guard sounds the alarm once I'm spotted. 
    When free continue to the metal structure and enter. Play with the levers to 
    figure out what they do, it's 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. So far excluding the maypole nothing has changed in the village, so, 
    there's one place I haven't been to yet and that's left out of the shuttle 
    station tunnel. When I decide I've had enough I close shop and return to 
    ground level. Don't forget the tanning butter and blankets and watch out for 
    sand crabs ... they're pinchy! So I'm heading back to the clear cut area and 
    as I wend my way back I meet up with a lil cutie beauty tiny hiney Rivenese 
    that runs away big time when she gets a glimpse of moi. 
    Cross over the bridge and head down the stone steps from the clear cut area. 
    As I proceed down the steps I catch a glimpse of the shore, some boulders and 
    a couple of giant long necked pinniped looking things lounging on the 
    boulders in a tidal pool. They have elongated beaks/bills/muzzles or 
    whatever, and they're wicked shy and make a sort of bear roar sound when 
    disturbed so take your time stepping down the steps. They blow the area when 
    freaked one too many times, once gone explore the area thoroughly. Eyeball 
    the boulders they were on and make a discovery 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 a symbol 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 I take the ladder down to water level and follow the walkway to the 
    diving bell tram thing. Get in start it and familiarize myself 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 when at a junction 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 and haul out of the bell at every 
    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. There's 
    a ladder in spitting distance which empties out into a pillbox like room 30 
    something 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 to change the ones 
    you'll use but which ones are they? It's faster to flip all levers and not 
    spend the time running back and forth to the window. 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 adjust the gear to get you over to the building then exit the 
    bell when you come to a stop at the dock. 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 school room because of the 
    images seen in Temple #1. 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 me 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 symbol 
    appears on the base of the toy and the hanging person gets lowered down in 
    increments equal to the symbol shown, proof is the symbol and increments 
    repeat. Eventually the helpless hanger ends up in the waiting maw of the fish 
    thing, looks an awful lot like the maypole yeah. This game gives you some 
    valuable info; you'll need to play it a couple 3 to a bunch of times to 
    acquire all the equivalents.
    For those lacking knowledge of the D'ni number system it behooves you to take 
    note. Be aware the symbols in the game range from #1 to 10 only but will be 
    sufficient for the puzzles later on in the game. Also, the appearance of #s 1 
    and 10 are rare, I had to play the game way too many times to see #1 and #10. 
    Another discovery is that the #1 and 5 and 2 and 10 appear to be the same but 
    Return 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 have a look around. Pull the cable and a 2nd cable with a 
    larger T Bar lowers from above; grab on for a ride to the top. Once there 
    explore, you'll find the large metal door that looks like it belongs 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 so 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 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 caps, 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 and or from Gehn.
    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 seen 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 to the 
    outside of another temple, effigy or maybe altar, 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 ... nope 
    they're daggers 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. Suddenly the game takes over as I 
    approach the statue. Something hits me from behind; I 180 to face unknown 
    adversaries then black out and am taken to the big tree.
    Eventually regaining control, I move about the room, over to the door I 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 I see the walkway I landed on when linking 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? She 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 it needs to be done.
    So the yummy honey is Nelah and when I'm 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, I think this is the 
    healing window mentioned in the journal. The link site is back at the stone 
    henge temple, so start with the linking! Return to the cell then return to 
    the walkway. Follow the walkway to the ladder and then down to lake level. 
    I've gained info and detail on Gehn and Catherine in relation to their 
    actions and dilemmas on Riven. I'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.
    So let's head back to the GD Isle shuttle station and ride back. If you 
    didn't make the discovery when you 1st landed on Forest isle, you're in for a 
    treat as you approach the opening of the cave at the shuttle station. 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 
    GD/Temples Island.
    Lead with the hand and inspect everything
    GD/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 school room/meeting house imager 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 me this time? Head back to and through the upper temple 
    and into GD.
    Golden Dome
    Once inside the dome, it's ponder time.
    What do we want to do?
    1. Decipher the rotating domes key code symbols with the hangman game.
    2. Use the linking book inside the dome.
    3. 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 RD symbols can be seen and its rotation stopped with the dome lens.
    4. The RDs are locked and can only be opened with a key code.
    5. The key code symbols for the RDs found in Gehn's journal are numeric.
    6. The hangman game in the Village meeting house helps decode the key code 
    symbols under the number 10. Some extrapolation will be required to solve 
    some of the key code symbols.
    7. The colored fire marbles are a power source and likely represent 5 of 6 
    possible islands of Riven.
    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. Test the RD key code on GS/Temples Isle.
    2. Verify the linking book in the dome is inactive or inactive.
    3. Complete the organization of all pertinent data regarding the RD, 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 GD to ensure the bridge is up. Once complete 
    head left and down into the dome and then outside to the lift then ride it 
    down. Make your way to the RD and stop its rotation then begin deciphering 
    the code if you haven't already done so. Ghen's journal and the game in the 
    school room will help you solve the code.
    In this culture the number 5 and multiples of it is a given.
    Test the key code, once inside the dome the book is blank, sort of expected. 
    When satisfied with the results restart the dome or not and return to the 
    original entry point at upper level of the Golden Dome. From there continue 
    around the walkway to the exterior elevated walkway leading to the side entry 
    to Temple #1.
    Zip to and enter the back side of temple #1, proceed to the anteroom and push 
    the button enough times to gain entry to the Temple to the dome bridge. 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, 
    (pretty sure) 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 to power up the rotating domes.
    3. Find Gehn.
    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), as seen from the viewing throne on 
    Grid Island can be matched to 5 of the 6 eye symbols. 
    3. Each of the 4 visited islands known as Dome, Forest, Volcano and Grid 
    islands have rotating domes, the 5th island and dome is shown in 
    representation on an island we haven't been able visit to yet.
    4. The domes are linking points from the islands to Gehn's hidden island/age, 
    (Gehn'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, (Gehn'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 possibly represent 6 islands and at least known 5 rotating 
    2. For sure 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 collected from the 4 islands related to rotating 
    dome lens symbols, dome locations, grid locations, and eye symbol/color.
    2. Use the organized data to operate the press. The 5th isle/dome/color 
    requires some experimentation but is limited to the remaining fire bead 
    Whether you have correctly positioned the beads or not you'll discover, to 
    your dismay, once you pull the lever that nothing happens. Pay attention to 
    the process from the pull of the lever to nothing happening and maybe a tiny 
    light bulb will pop up and answer the question for you.
    Once you have successfully engaged the press all 5 of the linking books in 
    the RDs will now be powered. There're 3 entries, (pgs 7, 10 and 12) from 
    Gehn's ledger that corroborate regarding the previous statement. The GD's 
    rotating dome is closest so head for it. 
    Use the dome lens to stop the RD if it's still rotating, then use the dome 
    key code to open it up. Once in, touch the linking window and link to Gehn's 
    Has it sunk in yet that the symbol on the linking book in the RD is the same 
    as Gehn's functional age?
    Lead with the hand and inspect everything
    Gehn's Island
    Crap! I linked into another 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 I can click and it does work. Push 
    the button and in short time Gehn will show up. Gehn 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. Gehn takes the prison book from moi 
    but hesitates in using it then offers it to me 1st as a test. 
    You have a decision to make, if you thoroughly read Atrus journal and took 
    notes you have the tools to make the decision and cut 10 or more minutes off 
    the game. If not, as I believe the game expects it continues as normal.
    If I hold back he then offers to give me time to think about the offer and to 
    use the linking books around the cage to explore before taking him up on the 
    offer. Gehn 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 Gehn requesting me not to assist 
    Catherine in any way. I'd say easy guess is the last island is Catherine's 
    prison island. Lastly Gehn said the call button would reset as MF linked out. 
    So I check the other linking books for S&Gs 1st, all appear to be operating. 
    OK, link somewhere and back then call Gehn into the building. I link out to 
    the only island I haven't been to yet to see what I can see.
    Lead with the hand and inspect everything
    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 Gehn 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 Gehn's place. 
    Lead with the hand and inspect everything
    Gehn'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 Gehn. 
    Exploring Gehn's place
    Gehn fell for the deception, 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 Gehn'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 Gehn'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.
    Lead with the hand and inspect everything
    Prison Island
    Once there beat feet to the elevator and use what you learned at Gehn's place 
    to free Catherine. The bars will spin away and the elevator will rise without 
    using the pull bar. Catherine gives MF instructions and a short explanation 
    of her intentions then she leaves. When free return to the RD and link to 
    The sequence of sounds produced by the globe change each new game just like 
    the telescope and rotating dome solutions.
    Lead with the hand and inspect everything
    Gehn's Island
    Crap, back in the cage. Not to worry, search the books and learn that 
    Catherine has torn the link pages out of all but GD Island, link to it. 
    GD Island
    Exit the RD, you'll have to adjust a bit Catherine has used the lift; it 
    needs to be lowered to use. Head for the cage at Riven's link in point and 
    locate the telescope. You've acquired all the info you need to open it and do 
    the only thing possible that Atrus might see with his linking window. 
    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.
    Solutions are in order of discovery if one follows the guide as written.
    Temple Isle
    Temple puzzle
    1. Push anteroom button 4 times, exit, down 2nd set of stairs, enter cave.
    2. Enter temple room, pull pipe lever to metallic cone.
    3. Pull left lever up to raise a gate, push button twice, enter temple.
    4. Enter next room, pull lever up to raise dome gate, push button twice.
    5. Enter anteroom, push button twice head for Gold Dome.
    Volcano/Boiler 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 wheel to empty boiler of water.
    4. Click left pipe lever to divert power to tank platform wall lever.
    5. Pull wall lever up to raise tank platform.
    6. Access pipe at bottom of boiler.
    Frog Trap
    About 30 to 40 seconds after the trap 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.
    Entry to Gehn's Workshop
    Listen for the hum on the way to Gehn's workshop, a power switch right side 
    of walkway between balcony and Gehn's Workshop.
    Gehn's Workshop
    Journal, pg. 10 eye symbols/ Fire Marbles as power source pg. 14/ RD code, 
    pg. 18/ water life form.
    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.
    Throne Viewer
    Island Eye symbol/color Match
    On this device all but one eye symbol is matched with a color, eventually the 
    eye symbols and colors will be a valuable aspect in the solving of a major 
    Throne symbols
    Once in the throne push the button on the right side of the chair, it'll 
    swing the chair 180 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. At least 5 of the 6 eye symbols represent an RD on 
    one of the islands on Riven. Each symbol has a colored light although one of 
    the lights is not working. Each color is a representation of a fire marble.
    Forest = Red, Volcano = Purple, Grid = Orange, Dome = Green, Prison = Blue 
    and I'm guessing Gehn's written age = 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, Gehn's = circle, 1/2 open 
    horizontal eye, dot pupil.
    Forest Island Village
    Village Cell and tunnel Puzzle
    There is a drain in the cell floor click it to raise the handle. You must 
    walk to the ocean end of the tunnel, on the way back locate the wall lights 
    and click them.
    Hidden Temple Stone Puzzle
    The 5 eyeballs found on Forest Island and in Gehn'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 Pinniped forest paths
    #5 Tusked Whale Forest Island beach   
    Locate each animal in order on the stones and click. If you err, click the 
    stones again to raise them up and start again.
    Dome Island
    Rotating Dome Code
    The code changes with every new game but the DN'I number system remains the 
    same. The DN'I symbols from 1 to 10 are obvious if you played the game in the 
    village, but any number above 10 will take a bit of thought. The symbols for 
    1 and 5 are the same but the 1 is rotated 90 degrees, the same for symbols 2 
    and 10. You will also notice the same for the symbols for 3 and 4. Each 
    symbol rotation is a multiple of 5.
    Golden Dome Puzzle
    The data will be organized thusly, Island, Fire marble color, block 
    coordinates, (row/column), grid coordinates, (row/column) eye profile.
    Volcano Island was the only symbol out of the 6 without a color; therefore 
    its fire marble is Purple.
    The one island I haven't been to yet, is the single square unit, therefore it 
    must be where Catherine is being kept and it has a blue fire marble. It can 
    not be Gehn's new refuge, that is, (not sure how to calculate the symbols) 
    but the .rd at the end of it means it must end with a 3; that said it is 
    either the 53rd, 143rd or 233rd "age" and not of Riven. The only color and 
    symbol I can't verify belonging to an island/RD is yellow.
    Forest Island, Red, 2/1, 2/4, half 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 the in their proper coordinates then pull the lever on 
    the right down. The press will contact and engage the grid. Push the bright 
    white button that appears above the lever, 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.
    Gehn's Island
    Trapping Gehn
    Look in the book Atrus gave you at the beginning of the adventure, locate the 
    date 87.6.20 and read.
    Prison Island
    Freeing Catherine
    The solution is different for every new game.
    The globe in Gehn's sleeping quarters produces a series of sounds, Write the 
    sounds and their order down then use them on the device at the bottom of the  
    elevator before rising up to Catherine's the prison room.
    GD Island
    Activating the Rift telescope
    Open Catherine's journal and locate the pages with the drawings of the scope, 
    everything you need to solve the puzzle is there.
    You don't have to keep the domes spinning to complete the game.
    You can't sneak up on the stranger below Grid Island by taking the secret 
    access to the sub surface shuttle via Tusky the Misunderstood Whale. There's 
    no call button at the sub station.
    Notice all the RDs linking books have Gehn's 1st viable written age symbol, 
    I9I8I on the covers.
    Never noticed before this revision, I always went straight to the GD Island 
    RD, on this write I checked the other books for shits and giggles and 
    discovered Catherine tears the links out of all the other books but GD.
    If you are clever enough to remember the location and date info given in 
    Atrus' journal regarding the prison linking book before Gehn offers you to 
    use the link you can trap Gehn much sooner, bypass the initial meeting with 
    Catherine and avert the linking in and out twice.