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- The Final part of the Riven Solution
-
- Crater Island
- Arrive at Crater Island and get dumped into a log chipper. Go down the ladder and find the boiler
- in the distance. Check the ladder behind the chipper on the rock. It leads to a round hatch, which in turn
- leads to the logging car for a return trip to Jungle Island.
- Go past the boiler to the right and follow the beach around the lake counter clockwise to
- find a very tall, narrow ladder. The ladder leads to a hatchway that's up the side of the cliff. The hatch is
- locked from this side, so you can't get through. Note the building farther down the cliff. This is Gehn's
- laboratory, your eventual goal.
- Go to the long, narrow pier that extends into the middle of the lake. There you will find a
- valve handle with three possible positions. Turning it to the position farthest to the left powers the log
- chipper. Turning it to the middle position powers the boiler. Turning it to the right (the position in which
- you find it) powers the frog-catching apparatus in a cave near Gehn's laboratory. Set the valve to the
- middle position.
- Return to the boiler and check it out. The door won't open, and there's a red light on
- outside the door.
- Go back around the outside catwalk to the right to find the boiler controls. The first lever
- at the Y junction controls the routing of power from the pipe leading out to the middle of the lake. The
- upper (left fork of the Y) lever powers the pumps that fill or drain the boiler. The lower (right fork of the
- Y) lever powers a grate that can move up or down inside the boiler. Leave the lever on the upper (left)
- setting.
- Turn to the right and examine the boiler controls. The lever at the lower right controls the
- heat for the boiler. You can hear a roar, as from a furnace. Turn this lever to the upright position and note
- that the roar stops and the water in the tank stops boiling.
- The wheel at the left moves a pipe that enables you to fill or empty the tank with water.
- Turn the wheel and watch the water level in the tank fall.
- A switch to the upper right controls the position of the movable floor grate inside the
- tank. First, turn to your left and switch the power valve from the upper (left fork) position to the lower
- (right fork) position. Then face the main controls again and raise the switch to raise the grate.
- Return to the boiler door. Note that the red light is now off. Open the door and look
- inside: A tube or drainage pipe descends through the middle of the floor with a ladder leading down.
- Cross the grate and go down into the drain. You will be enveloped in complete darkness.
- Click five times to see some light ahead. One more click brings you to a ladder leading up. Continue to
- move toward the light and emerge from a pipe high up on a mountainside above the sea.
- Turn left and follow a faint, worn path in the rocks, which goes over the top of the
- mountain and down toward the island's central lake. Move toward a railing on a balcony resting against the
- side of the cliff and climb over. Look down and open the round hatch at your feet. The hatch, locked when
- you tried to open it from underneath, opens to reveal the long, narrow ladder you climbed earlier that leads
- to the beach.
- Face the cliff and see the double doors. Go through the doors and into the mountain.
- Turn around and deliberately close the doors, revealing two passageways, one to the right, the other to the
- left, that are cunningly hidden when the doors are open. You will be returning to these doors shortly.
- Turn around again and follow the catwalk into the cave. At the end is an elaborate trap
- apparatus used by Gehn for catching frogs.
- Catching a frog is not necessary for winning the game at this point, but if you want you
- can return to the beach via the ladder outside, go to the power control in the middle of the lake, turn the
- valve back to the right, and then return to this chamber. Touch the steel sphere at the top to open the trap.
- Click and drag to move one of the tiny food pellets from the open container on the right to the trip lever in
- the middle of the trap. Throw the lever at the left to lower the trap. After waiting about a minute, throw the
- lever again and raise the trap. If the trap hasn't closed, lower it again and wait some more. If the trap has
- closed, touch the top to open it and note the brightly coloured frog inside. Listen to its chirp, which is the
- same as the chirp you heard at the wooden Eye in the frog silhouette on Jungle Island.
- While you're here, look up at the fan. The loud clattering sound you hear is the noise of
- the fan running. The ventilator shaft beyond leads to Gehn's laboratory, but you can't access it while the
- fan is running.
- Go back up the catwalk to the two open passages you found behind the double doors. Go
- left and follow the steps down to a chamber with another Fire Marble Dome. Go around the side of the
- dome and note the lens of a kinetoscope set into the side wall of the cavern, which should give you an idea
- as to where to find it. Look up at the opening in the roof, a geological curiosity that you must remember
- later.
- Close the door to the Fire Marble Dome chamber to reveal another hidden door to the
- right. Enter this room, find the kinetoscope, and use it to stop the spinning dome. Note the symbol.
- Go back up the stairs, and then go straight ahead past the double doors and into the
- opposite passage. Follow the walkway and emerge on the previously unreachable catwalk above the lake.
- Go forward until you find a lever and hear the clattering racket of ventilator fans. Throw the lever to turn
- off the fans.
- Continue to follow the catwalk. The front doors to Gehn's laboratory are locked, so
- continue to follow the catwalk around a curve, and then onto a long, high bridge spanning the gulf from
- Crater Island back to the Great Golden Dome. When you reach a lever at a raised drawbridge, throw the
- lever to lower the bridge and open the passage between Crater Island and the Golden Dome.
- Continue into the dome, and follow the walkway to the left. Pass one open doorway to
- your left and continue toward the open section of catwalk noted earlier. Turn the large wheel to extend the
- bridge and complete the walkway back to the Gate Room.
- Proceed to the doorway through which you first entered the Golden Dome. Throw the
- lever handle on the right to raise the end of the bridge between the Gate Room and the Golden Dome to a
- new position in the dome somewhere above your head. Leave it there you'll need access to this higher level
- from the Gate Room later.
- Before you return to Crater Island, turn off at the side passage you passed by earlier. It
- leads to a high catwalk that goes around the outside of the building to the right, but you are stopped by a
- gap in the walkway. Turn around and press a button on the outer wall to the right of the doorway, and you
- will see the catwalk restored as the missing section rises into place.
- Continue on the path to a heavy door with a lever to the side. Raise the lever to open the
- door to position 4 of the Gate Room, the one you couldn't open from the inside before. (This step is not
- necessary for the game as it has been laid out in this walkthrough, but is presented here for completeness.)
- There is one more excursion you can make at this time, and that is to the Temple Island
- Fire Marble Dome. Head back for the Golden Dome and turn left, following the stairs down to the outer
- catwalk on the lower level. Stop just before you enter the tunnel and press the button on the wall to your
- right. You find yourself riding down to a still lower level, where a smooth-walled tunnel leads to a metal
- stairway heading up to the Fire Marble Dome.
- Operate the kinetoscope to determine the yellow symbol associated with this dome, and
- write it down. You'll need to know it later.
- Now return to Crater Island, and go past Gehn's lab, past the switched-off controls for
- the ventilator fans, and back to the double doors. Go through and down the catwalk straight ahead to the
- frog-catching chamber. Look up, and then click on the open ventilator duct to climb inside. Follow the
- shaft until you reach another ventilator grill, and click on the grating to open it. Drop down into Gehn's
- laboratory.
- Check out his lab this is where he conducts experiments to determine the proper kind of
- wood with which to make paper, the proper beetles to make ink, and all of the other details necessary for
- creating the books that link among the infinity of worlds. At another table, note the paraphernalia he uses
- for dissecting the frogs. An extract from the frogs is placed in small, cylindrical containers and smoked in
- his elaborate pipe.
- Find his lab journal and go through it carefully. Find and record a string of five D'ni
- numerals. This is the code for opening the inner mechanism of the Fire Marble Domes. At this point, you
- know the numerals for 1 through 10. You will need to look for patterns within these numerals in order to
- deduce the translation of any numbers higher than 10.
- Note, incidentally, that this code is different each time you play Riven.
- Note, also, the wooden Eye on the desk with the lab journal and note the symbol on the
- reverse side. Read the paper underneath it to find out where it came from . . . and how Gehn found out
- about it.
- Examine the stove in the centre of room. Pull the lever to open the door and look inside
- to see a partly burned linking book. It doesn't work. Note that in Gehn's journal he says he burns books in
- the oven when they don't work. He seems to be having some trouble getting things right.
- Go to the front door and open it, unlocking it so it will now open from the outside.
- Return through the lab, and touch the blue-topped tram-call next to the door. Go to the opposite door and
- down the steps toward an awaiting tram.
- (d)Plateau Island
- Ride the tram to Plateau Island. When you arrive, note the door on the opposite side of
- the tram from the tram's entrance, but don't do anything about it now. Leave the tram, go out the
- passageway, and climb the steps. Follow the path through some huge, monolithic stones. Approach the
- titanic building and go up the steps into the portal. Pass the huge, stone plateaus that rise on either side
- from the surface of a pond. Continue through the crevice in the rock face and enter an elevator.
- Turn around, push the button, and go up to the map viewing level. Go forward and look
- down to the plateaus in the pond you observed earlier, and which are now obviously maps of Riven's five
- islands.
- Look at the control with five buttons shaped like the islands of Riven. Note how pressing
- one button causes water to flow onto the top of the corresponding island plateau and hump itself into a
- three-dimensional relief of that island's topography.
- Turn around, walk back the way you came all the way through the elevator to another
- crater lake. In the middle of the lake is a large structure: the Map Room.
- Approach the map chamber. As you cross the causeway, look to the left and note the Fire
- Marble Dome for Plateau Island turning just beyond a narrow, V-shaped cleft in the rock wall of the crater.
- Enter the map chamber. Note that the water maps and plateaus outside correspond to the
- map currently visible here. Press the yellow square to see a 3-D relief map of that one square. Use the
- handle at the bottom to rotate the 3-D map so that you can view it from all sides.
- Each island is divided into squares similar to patterns seen on Temple Island. For
- example, Crater Island is represented by four squares arranged in a square, while Plateau Island consists of
- four squares arranged in an "L" shape.
- Each square, when you click on it, can be further divided into a five-by-five square grid.
- You need to identify where on each 3-D island map that island's Fire Marble Dome is located.
- In the case of Crater Island, you will have to use additional clues, since the dome is
- underground. Look for the hole or crater that you saw earlier when you looked up inside that island's Fire
- Marble Dome chamber. The domes on the other islands are easily identified.
- Use the five-by-five grids to create co-ordinates for each dome site. For example, if the
- columns across are labelled A, B, C, D, and E, and the rows down are labelled 1, 2, 3, 4, and 5, then the
- co-ordinates of the dome on Crater Island are B-4. Record all of the dome sites or your best guess for later
- reference.
- Leave the map room and go to the junction of catwalks, turning right. Investigate the
- dome in the cleft. Note, if you can, the symbol highlighted in a coloured circle with a horizontal line.
- Go back around the catwalk, and follow its curve counter clockwise. As you walk,
- observe the wahrk totems rising from the lake and note their colours: blue (visible from the side of the lake
- near the dome), yellow, orange, and green (closest to the kinetoscope).
- The kinetoscope is broken, the device pushed out of alignment. To open the dome,
- simply click your mouse button rapidly until the dome stops rotating.
- Return to the elevator, and ride it down to the plateau. Walk along the path, noting the
- three-dimensional water mountains still rising above the last island you examined. Return to the tram.
- Rotate the tram to get out on the side of the door you noticed when you first arrived. Go through the door.
- Walk down an orange-lit passageway. Note the handle with yellow stripes on the left just
- before the hexagonal-shaped pool. Throw the lever to raise a golden elevator cage. Go inside. Turn around
- and push the button to close the elevator and descend beneath the surface of the water.
- Emerge from the elevator and follow the passageway through caverns and tunnels. Up
- ahead, you see Gehn's scribe look up, obviously startled, and dash into a side passage. Follow him to arrive
- at another tram station, just in time to see the scribe making his escape.
- Return to the main passage and turn left. Follow it through a portal and up a long, flight
- of steps to enter Gehn's underwater Survey Room.
- Sit in the throne. Push the button on the control panel to the right to rotate and elevate the
- throne.
- Lower the right-hand lever in front of you to bring down the Colour Wheel. Look down
- at the wheel. Note the symbols, some of which are the same as the symbols you've been noting on each of
- the Fire Marble Domes. Click on either the symbols or the tabs with finger holes to rotate the wheel. Click
- on the button at the bottom position to turn on an underwater light.
- Go through all of the symbols to connect a specific symbol with a colour. The lights are
- located on the underwater portions of the wahrk totems you noticed earlier. One light, the one symbolised
- by a circle with a vertical line, is broken; you'll need to guess its colour.
- The vertical eye shape with a dot, a symbol you've not seen thus far, is blue. The circle
- with a dot is green. The horizontal eye with a dot in the middle is yellow. The circle with a horizontal line
- is orange. The eye with a vertically aligned slit pupil is red.
- When you click on red, your view shifts up. The red light is visible through the glass of
- the Viewing Chamber. Wait a few moments to see and hear a live wahrk. Apparently, he's trained to
- appear to get food when the light is on; when he doesn't get food, he leaves. If you want to play with the
- wahrk's mind, try calling him three more times and watch him get more agitated each time. After his fourth
- appearance, he will slam into the glass, and then vanish. He will not reappear unless you return
- considerably later.
- Raise the Colour Wheel. Pull the lever to lower the left-hand viewer. This one has only
- two buttons and six tabs with finger holes. Press the button on the left to see a spy-camera view of
- Catherine in her prison. When this view is active, the finger hole tabs do nothing.
- Press the rightmost button to get a camera's view from Crater Lake on Jungle Island. Use
- the tabs to rotate the view.
- Note one view that looks like the silhouette of a fish created by a rock cavern and its
- reflection in the water, which gives the shape of a delta-wing type configuration. Note a white speck at the
- pointed end and surmise that the shape is the missing fifth animal silhouette, and that the white
- speckunreachableis the silhouette's wooden Eye.
- Leave the throne and go down the stairs to the tram car room where you saw the scribe
- escape. Take the tram car and ride it back to Jungle Island.
- (d)The Moiety Age
- Leave the tram, go through the open door, and go to the wooden elevator. Ride up one
- level to the inside of the Jungle Island wahrk idol.
- Leave the jungle via the wooden gate and turn right. Follow the wooden catwalk through
- the blue-lit cavern and out to the lakeside, where a ladder was lowered earlier. Climb up the ladder, go to
- the prison cell, and go inside. Open the drain grate, pull the ring, open the secret door, and descend into the
- cavern. Go down the tunnel to the side passage and the room with 25 stones and animal totems.
- Touch the stones in the following order: delta-shaped fish, beetle, frog, sunner, and
- wahrk. This drains the water from the far wall and provides access to the Moiety universe by opening a
- ledge with an open book. Touch the screen to see the other universe; click to go through.
- Enter the room behind you, where a strange idol is on display. Approach the idol to
- examine it more closely. Quickly turn to see Moiety rebels shoot at you with a blowgun dart.
- You awake in a boat on the way to a large building that resembles a tree. Explore the
- room you awake in, and look through a window in a wooden door to see a rebel village. Turn to face the
- table. A woman, named Nelah, brings you Catherine's journal and your trap book. She mentions
- Catherine's name, although you cannot understand her language.
- Examine the journal. Note the entry about a pin that locks the telescope, and find a series
- of five D'ni numbers. Later, Nelah returns with a linking book. Touch the link image to return to the room
- with 25 stones.
- Leave the Moiety gateway tunnel. If the lights are out, keep clicking to get to the trap
- door. Pull the ring to exit. Turn right to the end of the catwalk and go down the ladder. Turn around and
- follow the catwalk into the cavern through the blue-lit cave, and past the jungle and clear-cut area. Return
- to the tram, which takes you back to Temple Island. Go through the Temple, up the passageway, and across
- the bridge to the Gate Room.
- Push the rotation button to set the doorways to positions 1 and 3. Go to position 3, where
- the ramp beyond now extends upward to a vertical slit high in the Great Golden Dome. Cross the ramp and
- enter a high, narrow passageway. Note a lever on the wall, and beyond, the Marble Puzzle.
- Look at the marble grid. Six marbles are lined up to the right. The grid is a five-by-five
- array of squares further divided into smaller squares, exactly like the array you saw in the Map Room on
- Plateau Island.
- Place coloured marbles in the appropriate spots, based on what you learned in the Map
- Room and at the Colour Wheel. The colour is determined by the symbol that opened each dome. The
- positions are determined by consulting your notes from your session in the Map Room.
- When you think you have it right, step back and throw the switch on the wall. This
- lowers the marble press. Push the white button on the wall switch when it appears. An explosion and
- whooshing sound signals that the marbles are set correctly. You have now powered up the linking books in
- all of the Fire Marble Domes.
- If there is no whooshing sound, the marbles were positioned incorrectly, so try again.
- You must guess at one of the colours, as well as to the position of the dome on the fifth island. Experiment
- until you get the right setting.
- Return to the Gate Room and go to entrance 1. Press the rotation button three times to set
- the gates to positions 1 and 4.
- Go through position 4 and follow the catwalk beyond. Go into the Golden Dome. Turn
- left on the catwalk and cross the walkway extension. Pass the entrance to position 3 in the Gate Room and
- go down the steps to the Golden Dome's lower level catwalk. Exit the door and follow the walkway to the
- right past the power valve for the West Drawbridge. Stop on a red plate on the path and turn right. Push the
- button to take the elevator down a level. Turn and follow the tunnel to some steps that lead up. Go up to the
- Fire Marble Dome.
- You now have the five numbers for the dome lock settings from Gehn's lab journal.
- Move the sliders to the appropriate numbers on the scale and push the button, opening the inner dome and
- raising the linking book. Open the book and touch the scene inside to travel to Gehn's universe.
- (d)Gehn's World
- You arrive inside a cage. Note the linking books, each with a graphic symbol of a
- different island. Turn until you see a button on a star-shaped design mounted on the bars. Touch it to call
- Gehn and have him talk to you. He talks about being trapped on Riven without books, but you know he has
- been writing books. He tells you that he is a changed man who wants to atone for the trouble he's caused.
- He also smokes frogs and wears a grand version of the uniform worn by the guard who
- first greeted you upon your arrival. You know that he uses the wahrks to instil fear in the natives, and if the
- elaborate native warning network and Moiety rebellion are any indication that the natives are, indeed,
- terrified of him. All suggest that Gehn is not to be trusted.
- He asks you to go through the trap book first, so he can satisfy himself that it is, indeed, a
- linking book to D'ni. When he holds the trap book in front of you, click on the picture and you'll get
- trapped inside the book. Watch while Gehn decides to follow you to D'ni. He gets trapped, which frees
- you, and you are now inside his home outside the cage.
- Find the switch that turns on the power to the other linking books in the room, and move
- it to the right.
- Find a lever next to a window, and pull it to lower the bars to your former cage.
- Find a tunnel leading down a ladder to Gehn's bedroom. Examine the various artefacts in
- the room. Go to the bedside table and examine his personal journal.
- Click on the grey metal sphere on the table, which appears to be some kind of watch.
- Listen to the sequence of sounds, which are the code to Catherine's prison.
- Go back up the ladder to the main room. Go into the cage area. There's a book that links
- to Prison Island here, the one with a single small square as an identifying graphic. Link to Catherine's
- island.
- (d)Catherine's Prison
- You arrive inside the Fire Marble Dome on Catherine's island. Press the button on the
- floor to the right of the book to lower the book stand and open the dome. Turn and follow the walkway
- toward a gigantic tree stump covering the entire small, rocky island. Go up the stairs and through a door to
- an elevator. Note three keys and a lever, plus a pull cord. Press the keys and listen to the different sounds.
- Enter the correct sequence of sounds (the sequence you heard on the watch in Gehn's bedroom), and then
- throw the lever to open the cage.
- Catherine joins you and pulls the elevator handle to descend. She congratulates you.
- "We're all free! You captured Gehn!" She tells you to open the fissure and reminds you that the
- combination is in her journal.
- Go back to Gehn's residence. You'll have to stop the dome again because Catherine has
- just used it.
- (d)End Game
- In Gehn's home, return to Temple Island by means of the Linking Book. Go through the
- tunnel to the elevator and press the button to take you up one level. Go through the Golden Dome to the
- Gate Room. Go through position 1 and turn right, going down the stone steps.
- Return to the place where you first arrived on the island, at the telescope. Use the code
- from Catherine's journal to open the hatch. Look through the viewfinder to see stars in the fissure. Pull
- open the pin that blocks the telescope's descent by clicking on the support strut to the left of the hatch, and
- then swinging the lever handle up. Step back to the main controls and pull down the lever to the right of the
- scope. Press the green button.
- Repeatedly press the button until the glass breaks.
- Now watch Riven destroy itself. Atrus comes through from the chamber in which you
- first arrived on the island. Catherine arrives a moment later and they embrace; she tells you the villagers
- are all safely in the Rebel Age. "The path home is now clear for all of us."
- Atrus has brought a linking book. Catherine goes through to safety first. He then links
- through himself, letting the book fall into the fissure. You follow, falling into the Star Fissureon your way
- home at last.
- (c)Riven: The Lost Episodes
- With the help of this game guide, of course, you made it all the way through Riven without a single mistake
- or wrong turn. Want to see how the game ends if you don't perform so brilliantly?
- Restore to a saved game made just before the final few moves of play.
- (d)You Fail to Trap Gehn
- If you fail to trap Gehn before opening the Star Fissure, you lose the game.
- You fall into darkness as a world dies.
- (d)You Fail to Free Catherine
- If you trap Gehn but fail to free Catherine before smashing the glass view port in the Star Fissure, Atrus
- will come through and take the book. "I don't understand" He looks at you, bewildered. "You've trapped
- Gehn, but why did you signal me? The age is collapsing. There's no time left."
- The shock and grief on his face when he realises that Catherine may be lost forever should spur you on to
- return to the world of Riven again, this time to end the quest on a less tragic note.
- For now, though, the wind howls as a world and a people die.
- Make sure you both trap Gehn in the Book and release Catherine from her prison, using the code in Gehn's
- bedroom and you won't have to experience either of these unpleasant endings!
- Good luck, and happy adventuring!
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