You stand again in the dark, musty room, carved from solid rock. K'veer. Before you sits your friend Atrus, scribbling quickly in a large, leather-bound descriptive book. His wife, Catherine, has been tricked by Sirrus and Achenar into re-entering her home world, the Fifth Age—Riven. There, in a dying Age, she is held captive by Gehn, Atrus's father. To save her and Riven's inhabitants, your help is needed. So enter the world of Riven, and let it become your own.
As you link in, you'll find yourself in a trap. A guard, Cho, stumbles upon you and attempts to communicate in D'ni. Noticing the prison book Atrus gave you, he reaches in and grabs it, but is soon dropped by a dart. Cho is pulled away and unceremoniously dropped off a small cliff. A stranger, a member of the rebel Moiety group, appears and opens the trap. Unfortunately, he also takes the prison book. Now you have to find him and get it back.
Inside the dome, you'll find part of the walkway is missing. For now, follow the path. Be on the lookout for a power source.
You will return to Temple Island again. For now, explore the other end of the island. Your means of exit is not too hard to find. The right switch will open the large door in the temple. Outside you will find the Magcar platform. Ready for a ride?
Notice the room in the tunnel with a spidery enclosure? Here Gehn recorded himself, and used technology as one tool to pursuade the Rivenese of his claims to be their maker. For thirty years, Gehn has forced the natives to serve him in fear, using them to further his quest to be ruler of a million worlds. A quick look in the temple, complete with his trademark pentagonal crest, is eeire evidence of Gehn's fanatical cult.
For more about Gehn's past and the world of Riven, read Myst: The Book of Atrus.
Hop out of the Magcar and look around carefully. Notice the wooden ball set into the wall? Turn it around, and you'll find a symbol...a D'ni numeral (you'll learn to interpret these later). Notice the sound as you spin the ball.
As you explore you will find quite a variety of animal life. For instance, take the left path down from the Magcar tunnel and you'll find the Sunners in a small inlet. Listen to their grunting noises. Any ideas hit you yet?
The adventure continues in Myst III: Exile.