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: [email protected]


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
used.
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
3. BRIEFING
4. REVISIONS
5. WALKTHROUGH
6. SOLUTIONS
7. NOTES OF INTEREST

___________________________________________________________________________

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.

(2/12/15)
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
advance.
___________________________________________________________________________

3. BRIEFING

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.
___________________________________________________________________________

4. REVISIONS

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
section.

(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
___________________________________________________________________________

5. WALKTHROUGH

Lead with the hand and inspect everything

Atrus

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.

Riven

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.

(NOTE)
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.

(NOTE)
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.

Caldera

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.

Boiler

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.

Balcony

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.

(NOTE)
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.

(2/13/15)
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
walkway.

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
stuff.

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
representation.

(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.

(NOTE)
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
open.

(NOTE)
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
opportunity.

Pillbox

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.

(NOTE)
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
rotated.
+=+=+=+=+=+=+=+=+=+=+=+=+

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.

(NOTE)
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.</pre><pre id="faqspan-2">
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.

(Clue)
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
domes
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
colors.

(NOTE)
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
island.

(NOTE)
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.

(NOTE)
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
Gehn's.


(NOTE)
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.
___________________________________________________________________________

6. SOLUTIONS

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
puzzle.

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.
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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.
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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.
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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.
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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.
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7. NOTES OF INTEREST

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.