The Myst Guidebook

Riven Hints

Contents


Beginnings - Temple Island

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.

  • Before you begin exploring, stop and read Atrus's journal. It provides valuable information about the past and the nature of your mission. You'll find it by clicking down at the bottom of the screen.
  • Nearby is the now-covered star fissure opening, where Atrus fell in his flight from Riven, and a huge knife. Also note the tiny knife jammed in the lever for the trap. You'll see several of these trademarks of the Moiety around Riven.
  • Go up the steps. To your left you will find the Gateroom, a highly decorated and turnable room with several openings. But the entrances seem to be closed.
  • Always look out for levers and buttons. The answer is nearby. Step out of the Gateroom, and go down the stairs to your left. Think skinny.
  • You can't turn the Gateroom from this location, but you can access it.
  • Remember the metal gate with Gehn's crest that closed off the other entrance the first time you went into the Gateroom? Your goal is to raise that grate.
  • Once you've found the lever to raise the grate, set the room back to where you can go through the new opening. You can now access the large Golden Dome atop Temple Island.

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.

Leaving Temple Island

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?

The Hologram Recording Room and Gehn's Temple

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.

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Jungle Island

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.

  • Keep a lookout for more of the balls as you explore. The numbers and sounds might be useful eventually, so get a notebook and keep track of which sound goes with which numeral.
  • At the end of the tunnel from the Magcar station, you'll find a path to the left and to the right.
  • The left path will lead you to the bay beside the village, while the right path will lead to the village and the jungle areas. So take a few minutes to get familiar with the island and take note of everything.
  • The Village is quite a place, though the inhabitants seem fearful. Why?
  • The Jungle is lush, but the large lit Whark idol isn't just for looks. Maybe there's a way you can make him open up. Notice the dome up atop the fork in the paths? The idol is the key to reach it, but it'll come into play more later.
  • The third path on the plain leads to a small cart. Soon you'll hop in for a wild ride. For now, explore.

Finding Animals

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?

  • Each animal has a distinct sound, and an associated numeral on its corresponding Moiety ball, so keep good notes. This will prove very important later. Appropriately, there are five animals to look for...
  • Here on Jungle Island, near the jungle...
  • in the inlet...
  • near the Village...
  • on Crater island (see below)...
  • and on Plateau Island.

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The adventure continues in Myst III: Exile.