RIVEN WALKTHROUGH - Part 1 Welcome to the Riven walkthrough Solution by Tom Hildesheim, taken from the Internet See also the maps and screenshots in this issue If you have solved the mysteries of Myst you will understand the background to Riven. If not it is of no matter, the adventure is complete in itself. This walkthrough will get you to the end of the adventure but you should really take time to explore and discover all the clues yourself. The slideshow presents a bunch of screenshots from the games and the links in the walkthrough open a popup of the image in question. If you get lost go here or click on the golden island symbols to see a detailed map of that island. The adventure begins in the chamber where you last saw Atrus (or not if haven't played Myst). He will explain the problem, give you his notebook and the linking book to Riven. Your first glimpse of Riven will be through the bars of a prison (get used to this, you will be locked up more than once). A man will take the book from you and seconds later be killed by a strangely dressed man who will open the gate. MAIN DOME ISLAND In front of you is a telescope. Nothing seems to work and the cover is locked. No matter, we can come back here later. Go round the rock and take your first proper look at the Riven Isles. Go up the stairs on your left. At the top is the entrance to a round room, some stairs leading down and a bridge to the right. Turn to face the entrance to the round room. Can you see the button on the right? Don't press it yet - go inside and take a good look around. There is one blocked exit with an intriguing looking building behind it, five pillars and a five pointed symbol on the floor. A clue perhaps? Leave the room, turn round, press the button and watch what happens. Press the button again until an entrance appears. Re-enter the rotating room, you will see a new exit, this one is blocked as well. Maybe there is another way into the round room - a hidden door perhaps. Leave the rotating room and go down the other set of stairs. At the bottom is a locked gate. Try crawling underneath. At the top of the ladder is a hidden entrance to the rotating room. All you need to do now is align the inner exit with this outer entrance. Return to the main entrance and press the button once. Back to the hidden entrance, into the room and out the new exit. Follow the tunnel and check out the little picture. Look familiar? Look up and see the steam vent. Look down to close the vent and redirect the steam. Back up the tunnel and look, a handle and button. Press the button a few times until the blocked exit reveals itself. Try operating the handle. Now we're getting somewhere. Off to the new exit, the outside door is locked but never mind, turn round. There is another handle here. The last one did the job so maybe this one will help as well. Now press the button twice and you can get back to the main entrance. Click the button until the room is back where it started. See Screenshot 1 - Rotating room You can now get to the golden dome. Inside the dome is a small plaque with 5 symbols and a five lines in a star shape. And hanging from the ceiling is some sort of a control room with, guess how many pipes? The rotating room had five of everything. Maybe the number five has some significance on Riven? Take note of the 5 symbols. Go down the stairs and out of the dome. There is some sort of steam pipe with a little lever and another plaque. Look around, maybe the pipe leads somewhere. And while you are doing this, check out the other islands (there are two big ones in front of you).Close the steam valve (always worth doing just in case). Carry on down the path. Up and to the left is a rotating dome - what's that all about? Look right just before the tunnel. Through the tunnel to the end and, yet another steam pipe. Turn the lever and look up. There is not much more you can do here so head off back into the dome. Just before you leave the dome look across the gap, can you see the wheel and the doorway behind it? There must be some other way in. But for now go back to the rotating room and out the main entrance. Cross the bridge and head off down the tunnel but do not go too far. On the left is a door. Go inside and check out all the equipment. The important ones are the viewers either side of the door and the lever. Off now to explore the rest of the tunnel. At the bottom is a pillared room with a familiar barred sphere. Check out the animals (called Wahrks apparently) on either side of the sphere, is that an offering in front? If you cannot get out of the main door - you need to find the operating lever. Outside is some sort of rail or suspension device. But no train. Try pressing the blue button. The next bit is up to you, there are only two controls - enjoy the ride. VILLAGE ISLAND There is so much to see and do on this island. It is a real treasure trove of games and gadgets. But first, before you head off up the tunnel, look to your right. Get up real close and touch the ball. Take a good note of the symbol that appears and associated animal-like sound. Turn round and head off up the stairs, through the tunnel and outside to some stairs leading up and down. Up the steps and over the bridge. Somebody has been doing a bit of forestry. There are a number of ways you can go but I suggest you head for the gate. And draw a map! Is that an insect on the upright? Take a look - and remember the sound. Through the gate and down the path. Down in this twilight world you can see another rotating dome with some walkways up in the trees. Just past the hollow tree are some steps leading down to the big knife and another wooden ball. At the path junction go right and down the stairs to the wooden Wahrk. On one of the round lamps is a button that opens the fish mouth. Climb inside. On the right is a liver, pull it up and take a ride to the upper level. Follow the path to the rotating dome carry on round to the right. Climb the stairs and... too late, you have been spotted! Carry on to the obsevation tower and open to door. Sit on the Wahrk throne and pull the left lever. At the top look down for a spectacular view of the D'ni Village. Pull the right lever to close the floor of the 'Wahrk Trap'. Pull the left lever agian and leave the observation tower. Go back past the rotating dome and take the left junction just before the elevator. At the end squint through the sight glass - you will get to know these symbols quite well. Click on the button on the top and keep clicking until the wheel stops. Note the golden symbol (repeated up the page a bit). The dome stops and opens. Take a look inside if you like. If you go back to the dome you and climb inside there is a set of sliders and a button and a Linking Book book hidden behind a window. You can try setting the sliders and pressing the button but it is unlikely that anything will happen. What you need is the number sequence. Go back to the elevator and go all the way to the bottom. There is another transporter station here but do not leave just yet (well you can if you want to but you will have to come back eventually). Take the elevator back up and exit through the Wahrk mouth. At the top of the stairs you meet a little girl who runs away, follow her and take the right hand junction. Go up the stairs and through the gate. Turn right and carry on down the path and into the crater. You can see people moving about but nobody seems to want to talk. Looking about you can see all the buildings and structures you saw from the observation tower. Note especially the telescope in the middle of the lake. Head on off along the walkway. On the platform is a ladder going down but there is nothing at the bottom. Interesting. Carry on along the walkway and up the ladder. You can knock on the door you like - how many knocks for Riven? Carry on along the walkways. After some climbing you should be on a platform with all sorts of things around you. Have a good look around but make sure you pull the lever. This will send the submarine down. There is nothing much more to do here so head off back to the steps where near the entrance to the island (where there was a choice of up or down). Go down the steps until you can see the sea creatures sunning themselves on the rock. If you are careful you can get close, try to remember what they sound like - can you associate the sound with a rotating ball? Go down to the beach and find a way to the rock on which the creatures were sunning themselves. Can you see the ball? It is on the right hand side of the rock. Take note of the symbol and sound you hear. Back to the path and head left through the tunnel. Eventually you will come to a sort of sand pit with a ball in the middle. Give it a nudge and listen. Now turn the valve. Hmm, now you have a symbol, sound and a shape which match the insect you saw. Carry on down the ladder and through the tunnel. Climb into the submarine. OK, in the submarine are three controls. Experiment a bit and you should be able to work out which one does which. It is really worth making a map here as you will get lost very easily. When the submarine stops and you cannot see the rails in front of you it probably means you can get out. Unfortunately somebody has forgotten to get the ladders to all the exits except for two: the place where you started and one other. If you are hopelessly lost, there is map here. Climb the ladder into the Platform Control Room, you will have to work out which way to move the levers to extend the ladders, but looking out of the window will tell you if you have got it right. Back to the submarine now and off to the School. In the school have a good look around. The most important thing is the fish toy. Using this you will learn the Riven numbering system. If the symbols leave you baffled here is the solution: See Screenshot 2 - symbols 5 is the symbol for 1 rotated a quarter turn. 10 is the symbol for 2 rotated a quarter turn, 15 is the symbol for 3 rotated a quarter turn and so on. The numbers in between are the sum of two symbols: 9 is 4 + 5, 11 is 10 + 1 and so on. Now you can put a number to the symbols, sounds and animals you have seen and heard. Back once again to the submarine and go this time to the Wahrk Trap. In the centre is a handle which you need to pull. A sort of trapese comes down that on closer inspection is a set of manacles. If you put all the clues together you will realise that this is a sacrifical altar. The unfortunate victim would be locked into the manacles and somebody would open the floor. A Wahrk could enter the lagoon and 'crunch!' Sit on the metal bar and you will be whisked up to the top. At the top is a strange door, if you look inside you should see an old friend. Some stairs go down to the left and there a wheel type thing to the right. Use the wheel to open the door and go inside. The jail is now empty and the only thing you can see is a grating in the floor. Does it open and is there anything inside? If all goes well a false wall should open. Follow the tunnel - it gets very dark but keep on going. At the end is an opening looking out over the sea. There must be some way to light things up a bit. On the left is a light bulb. Give it a tap. Go back up the tunnel turning on all 6 lights. Now go back down the tunnel and open the hidden door. Go down the tunnel and into the Stone Room. There is a ring of stones in the center with an animal icon on each - one of them is the same as the beetle symbol. All you need now are the other animals. Leave the room and go back to the jail entrance. Turn right, climb down the stairs and drop the ladder to get to the lower level. Head back up to the place where the trees have been cut down. The numbers, sounds and symbols discovered so far are: 2 - beetlewings - beetle 3 - two tone chirrup - ? 4 - groan - amphibians/sea creatures 5 - groan - ? A quick check of your map will show that there is one path you have not explored yet. At the end of this path is a hopper. Get inside and pull the lever for a cool ride through the sea. See where we end up next issue! - o -