Exit back out of the rotating room across the first bridge and work your way down the tunnel until you find a closed door. In this room you will find a big chair. Sitting in this chair to the left you will notice a switch with a picture of the temple move this switch to the up position to open the door.
Once this switch has been moved exit the room and continue to head left until you enter the temple. On the opposite side of the stained glass window you will find an exit to a tram.
Enter the tram. To move the tram move the switch to the left to the right position to turn around the tram and them press the downward switch to the upward position that moves the tram forward.
Once on the jungle island you will first notice an eye that is an important clue to a puzzle found later in the game. Clicking this eye will revel a number. Any time you locate an eye it is important to remember the number and attempt to locate an animal shape near the eye. In the case of this eye to locate the animal shape take a left and enter the cave entrance. Before going all the way up the stairs if you turn around you will notice that this eye represents a frog as the shape of the cave is a frog.
Continue up the stairs and begin to familiarize yourself with the island if you take a right from the entrance and work your way through the passage. You will find a Wahrk shrine. This shrine has a secret entrance that can be accsesed by pressing a button that is on top of the right light found on the pathway left when looking behind you. Pressing this button will open the fishes mouth that has a small elevator.
Going up the elevator and going down the pathway you will find a rotating dome on this dome is a character that is yellow it is important to remember this character for a puzzle found later in the game. Continuing down the path you will find the throne room. Sit in this chair and move the switch to your left, which will take you to a great view of the village looking down you will see the lake, now press the right switch will close a door that needs to be closed to allow you to have access to a room later in the game.
Next exit the fish where you will see a small girl who falls as she runs away. Continuing down that path and taking all rights you will come to the entrance of the village were if you look closely you see a man working on a submarine on the top left side of the screen in addition you will see a small child who is playing, scared the man will take this child and run away.
Continue down the path until you get to one of the small houses in the village. Follow the path to the left of this house that will lead you to the submarine. Lower this submarine into the water. By pressing the switch to the left. Exit the village head back to the entrance leading back to the tram. From this entrance head down the stairs and follow the path all the way down to the submarine. Remember to also look at the eye that you will find during the way to the submarine.
Once in the submarine familiarize yourself with the switches. There are a total of three switches the one to the far right makes the submarine move forward the switch in the middle will turn the submarine around and finally the switch in the bottom middle will allow the submarine to know to go left or right when at a cross section on the tracks.
To begin press the forward switch that takes you to a cross section, take the track to the right. This will take you to a location to that you can exit the submarine. Once you have exited the submarine follow the path until you reach 5 switches move the three switches in the down position to the up position. Once these switches have been moved return to the submarine. Back in the submarine turn it around and head forward until back at the cross road now take a left to head to the school.
Once you have familiarized yourself with this exit out of the school to return back to the submarine. Turn the submarine around and once back at the cross section on the tracks take a left to get to the trapeze. Before going up this ensure that you have gone to the school as once you have gone up this you will not be able to go back down to the submarine. To go up the trapeze pull the one chain to move down the other. Use this to go up to the top.
Once at the top you will find what appears to be a prison with a man inside sitting. To the right of this cage is a switch that can be used to open the prison wall. However, when entering this room you will notice that the man has disappeared. Looking at the floor you will notice a grate. Open the grate and pull the switch within the grate to open the secret door. Through the secret door is a tunnel, which mostly black. However, continue down the tunnel you will find an opening to the water with a light switch on the left hand side of the tunnel.
Turn this light switch on and turn around. Now you will see another switch turn it on and continue to turn each switch on as you walk down the tunnel. Once all the lights have been turned on if you turn around you will notice a door in the tunnel wall. Going through this door will lead you to the Moiety Gateway room. In this room you will find 25 stone slabs with animals on each of them. To open the gate you need to click on the below stones in this order; fish, beetle, frog, sunner and finally the warhk.
Once this has properly been done you will find a page that allows you to access to the Moiety Age. Warhk is the one the the giant fin ontop and small on underneath, sunner has a long beack. Once here you will notice a large structure like the structure on the Riven box , however you will notice there is no other option but to turn around once you turn around and walk towards the book you will be shot by guards on their rounds.
You will later wake up in a small cell that has no exit. This the same book that was given to you at the beginning of the game. Exit out of this room and get back to the trough the pathway not the shut door. Once you are back out on the trail you should get to a location to where you can see a hole in the ground that has a cart.
Get in this cart to get to the boiler. Once at the boiler you will be faced with a puzzle, begin by going into the middle of the lake and changing the switch to be in the middle. Next head towards the boiler and follow the path to the left. Once at the main controls first turn off the heat, next use the switch to direct the power towards the bridge, then switch the switch to direct power towards the water control and finally move the wheel to empty the water.
If done properly you should be able to go into the boiler through the hole in the ground and out the tunnel. Once through the tunnel look down and follow the pathway to a closed door with a hatch next to it. Open the doors and go into the room. Once in the room close the doors behind you to reveal a secret entrance. Go down the secret entrance to the right as you are walking down the pathway switch the lever on the right hand side of the pathway to turn off the ventilation system.
Once this has been switched go back to the room you just came from that has the bean machine. Now that you have switched the lever you will be able to look up and crawl through the ventilation system. You will also notice an eye that will reveal another number. Once you have Explored the lab exit back through the pipe and head to the Golden Globe In the Golden Globe make your way around the area until you reach the wheel.
Rotate this wheel to extend the bridge. What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Guide and Walkthrough by Version: 1. This is the first version of the strategy guide posted on GameFAQs. The walkthrough has been converted to. Also, sections for hints, solutions, and everything else in this guide have been added. Before emailing me, make sure: o your question is not answered in the guide o your email is not rude, illegible, or offensive o your email does not contain spam or porn If all the above requirements are met, feel free to email me.
For more detailed information, see the Contact Info subsection at the end of this guide. Temple Island B. Jungle Island C. Book Assembly Island D. Survey Island E. The Moiety F. Gehn and Catherine V. Temple Island 1. Atrus's Request 2. A New World 3. The Gate Room 4. The Gold Dome 5. Across the Bridge B. Jungle Island 1. Three Wooden Eyes 2. The Jungle 3. The Village 4. Lessons Learned C. Book Assembly Island 1. The Boiler 2. Frogs, Domes, and Fans 3.
Gehn's Laboratory 4. Return to the Dome D. Survey Island 1. On the Surface 2. Mapping Riven 3. Below the Surface 4. The Survey Room E. The Moiety 1. Above the Jungle 2. Prison Passages 3. The Moiety Chamber 4.
The Moiety Age 5. Catherine's Journal F. Gehn and Catherine 1. Opening the Domes 2. Powering the Domes 3. A Meeting With Gehn 4. A Meeting With Catherine 5. Mission Accomplished! The Fissure VI. Prison Island F. Gehn's Age G. Mistakes VII. Copyright Notice B. Credits C. Contact Info D. Version History To jump to a specific section of the guide, use the outline levels that appear in brackets to get there quickly. For example, to jump to the hints section for Jungle Island, type [IV.
B] into the Find box. Before starting, however, a little background is in order. Riven is the sequel to the best-selling PC game ever, Myst.
Yes, five. Since then, Riven has been re-released in various other formats: on PlayStation, Sega Saturn, and most recently DVD, which gets rid of the annoying disk-swapping. Riven's graphics were vastly improved from Myst, achieving an almost photo-realistic quality that is still impressive. In addition, Riven is a huge game, containing a vast world that dwarfs those of Myst. It also features improved music and video, as well as much tougher puzzles.
In my opinion, it was and still is the best game in the Myst series. If you are new to the Myst games, you should be aware of what you are getting into. These games are different from almost all other video games: there are no lives, no monsters, no time limits, and very few items.
The focus of Riven is on puzzles and exploration. You find yourself in a place, and your goal is to explore it and find out as much as possible about it. The game is played in first-person perspective, and you simply point and click where you want to go. The idea is to be totally intuitive and to create a totally immersive experience where you act as if you yourself are in Riven. Now, enough about the game, what about this guide? If you play Riven, there is a Different people handle this situation different ways: some want to find out the answer right away and be done with it, others such as myself enjoy the satisfaction of figuring it out for themselves, and so just want a small hint to get them headed in the right direction.
This guide is designed to cater to both groups, and below is a breakdown of where you can find the exact level of help you're looking for: I. This section gives some general information about Riven, and contains this breakdown of the guide. CONTROLS As if you never would have guessed, this section explains the controls for Riven, though if you really need help with them, you should probably just give up right now.
This section contains no actual gameplay information, and will absolutely not even come close to spoiling anything. Everyone should read this section. HINTS This is the section for the people who just want a gentle nudge without giving away the answer. Each puzzle or tough spot in the game will be presented as a question, with an answer consisting of a series of statements that progress from general to specific.
However, the answer to a puzzle will not be given. This section will focus on showing the thought processes that lead to discovering puzzle solutions and understanding the story. Be aware, though, that puzzle solutions will be given in this section, so read at your own risk. Each puzzle will be listed, with its solution explained below it.
Don't visit this section unless you are totally stumped and just want the answer right now. For example, the guide will read "Open the door" instead of "Click on the door". The reason for this is that the best way to play Riven is to think as if you are really there. The shape of the hand lets you know what action you will perform by clicking at that location. Use this cursor to move around Riven. Simply point where you want to go, then click. If nothing happens, then you can't go there.
Clicking will cause you to turn 90 degrees to the left or right. In such instances, when you move the hand to the edge of the screen it will turn into a hand with a bent finger, like it is pointing over your shoulder. This will turn you degrees. For some screens, move the hand to the top or bottom of the screen and the up or down pointing hand will appear, meaning you can look up or down.
If you are climbing a ladder, however, use the up or down pointing hand to climb up or down. The down-pointing hand will also appear sometimes if you are close up to an object; click it to step back. Sometimes, you will need to grab and hold the object click and hold at which point the open hand will turn into a grabbing hand. In these instances, once you have picked up the item, the hand will turn into that item.
Click again to let go of the item and return to the normal hand cursor. Click the lightning bolt to "zip" directly to that location. When you pick up such an item, it can be accessed by moving the cursor to the black area at the bottom of the screen.
Do so, and the available items will appear. Click on one to examine it, then click outside of the item to put it away. This subsection describes the various functions and options they provide. This will return you to the black opening screen with the Riven symbol, where you can start a new game.
This will open a standard Open window where you can select a saved game to open. Note that on the original PC version, to open a saved game you must first start a new game, watch the opening cut scenes, then select File Open. If the file has not been saved yet, it will open the Save As window.
This will open a Save As window where you can name a new file or save a file under a different name. This will set the speed of the transitions between screens.
With None set, the screens will display instantly, but with the other options, screens will gradually fade into view, and when you turn, the new screen will rotate into view. Best is the slowest option. If it is off, then Riven will run in your normal screen resolution. If your computer normally runs in a higher resolution, leave this option on. The picture may be a little bit grainy, but otherwise the picture will only take up part of the screen, which isn't nearly as realistic.
Click on these spots to "zip" directly there. This feature can be useful later in the game, but you should leave it off at first, since it's important to pay attention to things along your way. Once you know your way around, however, Zip Mode can be a real time-saver. Note that you can only zip to locations you have already been to. Leave it on unless you have a reason not to.
This will display a standard About window, mainly consisting of copyrights. But why would you want to watch the credits in the middle of the game? Wait until you beat it, when they'll be much more satisfying. This section does not give away the solutions to any specific puzzles, it just gives you some strategies for how to solve puzzles in general. Here, arranged in no particular order, are some general strategies for playing Riven.
By far the biggest strategy for succeeding in all the Myst games. Cyan spent a long time creating a detailed, realistic world, so do them a favor and treat it like one. When you see a building or a piece of machinery, don't think in terms of, "Here's a puzzle I have to get past to beat the level," think in terms of, "What is this thing? Why is it here? How could it work? Why is this important to me? You will never, ever in Riven have to guess the solution to a puzzle. If you find yourself resorting to trial and error or brute force, you're not doing it right; you're missing a clue.
This ties in to the first strategy, to think like you're really there. This is especially important to understanding the story of Riven. If you learn something new, stop and think about how this affects other things you already know.
What does it add? Does it change what you thought previously? Can you deduce anything else from this? You will never have to think, "Well, it must be this way because it's a video game. This is somewhat of a corollary to the previous strategy, but it too is very important.
If, for example, you come across a huge building with gigantic pipes radiating out from its center, don't think, "Wow, that looks really cool," then move on. It's all right to think that, in fact, you will probably come across several really cool-looking places on Riven, but your next thoughts should be "What is this for?
Why would this thing be built? Why should I care about it? This might sound obvious, but it's in your best interests to try to peer into every nook and cranny. There are several places in Riven where important clues are hidden off the beaten path, so look for any oppurtunity to get off the main trail. This will probably lead to many times when you want to go somewhere and can't, but sometimes you will uncover an important clue just by poking around everywhere you can.
Along the same lines, don't forget to look up and down, not just side-to-side. You never know what clues could be above your head or under your feet. Another redundant-sounding tip, but there are a number of hidden passages, secret rooms, and important objects that you will have to uncover, and you'll have to keep your eyes peeled to find them. It should be noted that you will never have to go "pixel-hunting" in Riven, but you will have to pay attention to details you might otherwise overlook.
As you go down a tunnel, pay attention to the walls, and try turning around a few times: you might see something you would have missed otherwise. Also, if you see something that, though you can't quite tell what it is, just looks a little out of the ordinary, remember it; it's probably important. Sound is just important in Riven as sight. Never play Riven with the sound off; you will miss an awful lot by playing the game muted.
Plus, the sound and music of Riven really helps to set the mood and draw you into the experience, so there's no reason not to play with the sound on. This is a very important strategy in Riven. Riven is a massive world with myriad branching and intersecting paths. It's important to make maps not only to keep from getting lost and to remember how to get somewhere, but also to help understand where places are in relation to each other and to gain an understanding of the overall geography of Riven.
When you encounter a puzzle, write down any ideas you have about how to solve it immediately, because you will very likely forget them. When you discover a new building or location, write down your impressions of what it is and what it's for.
When you find an important-looking object with symbols or designs on it, copy them down. Doing so will not only save you from having to backtrack because you forgot what that code was, it will also help you form a clearer picture of how everything links together, instead of just being a series of disconnected objects. Writing things down is especially important if there will be significant gaps between when you play, because you will forget a lot and will have to re-figure everything out if you don't write it down the first time.
Basically, anytime you find something you think has a chance of being important, write it down! There are two main reasons to save your game often. The first is that it would be a real shame if you were to make lots of progress, then have the game freeze or someone knock the power cord out. The second is that, although Riven does not play like a video game, it is possible to die or otherwise lose in Riven, so make sure to save before you make a major decision.
Yes, it's really that important. This section is divided into subsections for each major stage of your journey, and each puzzle in that stage will be presented as a question. Following the question will be a number of statements, questions, or suggestions designed to get you headed in the right direction. They do get more specific as they go down, so read them one at a time, and only as far down as you need.
The last hint will usually bring you right up to the answer, leaving only a tiny connection left to be made, and will also serve as a bridge to the next topic, giving you a suggestion of what to do next. Once you've read a hint that gives you a new insight, go back and try the puzzle again.
If you're still stumped, go a little further down the list, or check the walkthrough or solution sections of this guide. You sort of have to read between the lines of what he said.
When he gives you the hardback book, he says, "You'll need it, I'm afraid, to capture Gehn. Your objectives are to capture Gehn, find Catherine, and signal Atrus. What is your impression of the man in the white coat who finds you? He looks rather bored, and his clothing has an official look to it. He looks like he's casually patrolling the area until he sees you.
From his language, you know that he's not human. He appears to be a native who's been hired as a guard of some sort. What about the man in black who shoots the guard? Obviously, they're not friends. Does the man in black appear to be dressed normally?
Is this how an average person would dress? No, so this person is not an average member of society. Obviously, there is conflict between the guard and the man in black. Since the guard appears to have some sort of official position, what does that say about the man in black?
He appears to be opposed to the official establishment the guard works for. That is, he's a guerilla. The rebel set you free, although he also took your hardback book with him. Do you think he is on your side? At least somewhat, because he didn't shoot you and he did let you out. However, you need that book. That means you'll have to find the rebel, or the group he's a part of. Keep your eyes open for any clues regarding the existence of such a rebel group, and what it stands for. So, he must have provided you with some way to find answers.
Before you linked, he gave you something, then told you, "There is a great deal of history that you must know When you look through the eyepiece, what do you think you are seeing? In other words, what is the device focused on?
It appears to be focused on the circular hatch underneath it. You don't know how to open the hatch now. In another vein, can you find the lever and button on the end of the railing? These appear to be controls of some sort, but they don't work. That means they're not receiving any power. Where could their power come from? There's a pipe leading to the device from the cliff wall. Keep this in mind as you continue to explore.
Take advantage of the peepholes. Using the peepholes, you can see that sometimes there's a grate on the left, sometimes there's a grate on the right, and sometimes there's no grate at all. The light coming through the grate on the left is brighter than the light coming through the grate on the right. What exactly is it that moves when you press the button? When there's an open door in front of you, press the button and pay close attention to whichever grate is visible.
The grate doesn't move, but the wall in front of it does. When you press the button, the room itself rotates, along with the two doorways. The grates are outside the room and do not rotate, they just become blocked by the walls of the room. You can't open either of the grates from any of these three paths? So, could there be other paths around the gate room? Where would these other paths be? Behind the other sides of the gate room. So, you need to rotate the gate room so that one of the doors lines up with one of those sides.
Can you rotate the room to connect your location with either of the other sides? No, so you'll have to find another way to access them. It may be helpful to draw a map of the surrounding paths on a piece of paper, then use a smaller piece or other object with the doors marked on it to simulate the gate room. Now you can experiment with rotating the room to see if you can obtain a desired configuration.
You know you can't access the other sides from the main entrance, and you can't reach the sides blocked by grates, so that leaves only the two other sides. Can you rotate the room so that the two unexplored sides are connected?
Now you still need to reach one of the other sides. Picture the gate room in relation to the surrounding landscape. In what direction to the two unexplored paths head? Could either of these paths be accessible? One leads in the direction of the conical device, but all that's there is a cliff wall.
The other leads toward the other side of the hill. Can you find any way to get past the gate? There's no way you can break the lock or find the key. Boy, there sure is a lot of space between the bottom of the gate and the ground.
Once you cross the gate room and enter the cave, what do you think the steam valve could control? What would be the effect of turning the valve. Power will be directed to the controls of the conical device, but you still won't be able to do anything else.
You should find that the yellow lever on the wall be a lot of help. It opens one of the grates; try rotating the room to find which one. You should be able to take it from here. Once you find the lever to open the other grate, you need to get in a position where you can rotate the room to connect your location with the gold dome bridge. When you get outside, look out for two steam pipes. Can you see where the pipes are going?
If you ever reach any of those locations, you may want to have power to whatever controls are up there. Go ahead and turn the steam valves to direct the power to the bridges; this will save you time later. That's really all you can do here right now.
Just remember everything you saw here in case you return. There's a giant cage in the temple that looks like the cage around the chair. One of the levers on the chair causes it to emit a humming sound. Obviously, it's doing something. There's a star-shaped device that hangs down on the cage that has what looks like a microphone in the center. There's obviously a connection between the cage chair and the cage in the temple. Perhaps the chair sends signals of some kind to the temple. Like the room with the cage chair.
There are two display panels on the walls of the cage chair room. One of them is of the temple. There's a lever next to it. Remember who is in charge on this Age. From Atrus's journal, you know that Gehn has attempted to rule multiple Ages throughout his life.
Then these structures could be meant to establish Gehn's superiority on Riven. Has there been any symbol or design that has appeared prominently in all these structures? If these buildings are meant to honor Gehn, and the same symbol appears in all those buildings, then The dagger in the linking chamber lever was hammered in there by the rebel who freed you. The style of the dagger seems very different from the ornate star symbol.
All this suggests that the dagger is the symbol of the rebels. It doesn't sound like what you would expect a wooden ball rotating in a clay or stone socket to sound like. It almost sounds like some sort of animal call. And the symbol on the back must be significant in some way, too. This is a complex puzzle that will take a long time to figure out, so the main thing to do right now is to take notes of the sound and symbol on the eye. The eye is situated directly across from the cave entrance.
Try looking back at the eye from inside the cave. Does one particular vantage point show any sort of shape that stands out?
Look for a head, body, and legs in the silhouette. The silhouette seems like it could be of some sort of small reptile or mammal, or maybe even a strange type of frog. And yes, it does matter. Besides, they're so stange and interesting-looking, you surely want to get as close as you can to them. However, they seem to get startled every time you move. If you move while they're moving around, you'll scare them off. If you wait a few seconds, though, they'll settle back down again.
Once you get right in front of them, though, they'll swim off regardless. Before they do, though, they'll sound a call. You can take that as a yes. Don't be afraid to take the road less traveled. Sometimes you have to get off the beaten path. Look around the sunners' rock. Another eye! With a different symbol and sound! The sound also sounds like an animal call, and the symbol you should recognize.
It appeared in the center of Gehn's star emblem in the gate room and temple. You still can't really make sense of any of this, but make sure to keep track of all this information and look for connections to things you know. If you looked at the eye in the mag-lev station from a certain spot, the outline of the cave formed a shape. This eye appears to have all the same properties as the last one: same design on front, symbol on back, makes animal sound when rotated. Do you think it may also share the property of having a silhouette nearby?
Look at the rocks from the end of the sandbar. Does this shape look vaguely familiar? Can you identify a head, body, and tail? It doesn't appear to have any legs. That rock at the bottom could be interpreted as a fin, though. So, the rocks form the shape of a fish with a small head and a large body with a very high back.
You haven't seen this animal personally, but you have seen a representation of it. Remember the statues with offerings in front of them? They were of fish with high backs, just like the rock silhouette.
Does that give you any insight into the purpose or meaning of the wooden eyes? Both eyes you've found so far seem to have some kind of connection to native animals.
Both of the other shapes formed the silhouettes of animals. However, the shape of the water doesn't appear to be of any animal you'd normally think of. The other eyes have made sounds similar to animal calls when rotated. What kind of animal would make a sound like what this eye makes?
Don't forget that there are many kinds of animals: mammals, birds, fish, amphibians, insects, etc. It's an insect with three pairs of legs and a smooth, domed back. It's a beetle. The area is completely dry, is littered with tree stumps, and there's an axe stuck in one of the stumps.
It seems pretty obvious that lots of trees have been chopped down here. Why were they chopped down, you ask? A very good question. One that you should try to find an answer for as you continue exploring. By the way, is there any wildlife in the logged area? It appears to consist mainly of insects.
The majority are just swarming flies and gnats, but there's a large beetle on the doorpost leading into the jungle. Depending on how many wooden eyes you've found, the beetle may or may not be significant to you. Regardless, its gold color is certainly fascinating. You should try to get a closer look at it. Back in the submarine turn it around and head forward until back at the cross road now take a left to head to the school.
Once you have familiarized yourself with this exit out of the school to return back to the submarine. Turn the submarine around and once back at the cross section on the tracks take a left to get to the trapeze. Before going up this ensure that you have gone to the school as once you have gone up this you are not able to go back down to the submarine. To go up the trapeze pull the one chain to move down the other. Use this to go up to the top.
Once at the top you find what appears to be a prison with a man inside sitting. To the right of this cage is a switch that can be used to open the prison wall. However, when entering this room you notice that the man has disappeared.
Looking at the floor you notice a grate. Open the grate and pull the switch within the grate to open the secret door.
View from throne chair. Submarine Controls. Hang Man in School. Secret Entrance. Moiety Gateway Room. Through the secret door is a tunnel, which mostly black. However, continue down the tunnel and find an opening to the water with a light switch on the left hand side of the tunnel. Turn this light switch on and turn around.
Now wiith the other switch turn it on and continue to turn each switch on as you walk down the tunnel. Once all the lights have been turned on, if you turn around, you see a door in the tunnel wall. Going through this door leads you to the Moiety Gateway room. In this room, locate the 25 stone slabs with animals on each of them.
To open the gate, you need to click the below stones in this order; fish, beetle, frog, sunner, and finally the warhk. Once this has properly been done find a page that allows you to access to the Moiety Age.
Female Moiety. Once here, locate a large structure like the structure on the Riven box , however notice there is no other option but to turn around once you turn around and walk towards the book you are shot by guards on their rounds. You later wake up in a small cell that has no exit. After some time snooping around, a female Moiety gives you Catherine's journal and the trap book you need to trap Gehn. This the same book that was given to you at the beginning of the game. After reading Catherine's book and then looking at the other dont enter the other book, as it is a trap and the game ends , the lady re-enters the room and gives you the portal back to the Moiety Gateway.
Exit out of this room and get back to the trough the pathway not the shut door. Once you are back out on the trail you should get to a location to where you can see a hole in the ground that has a cart.
Get in this cart to get to the boiler. Once at the boiler you are faced with a puzzle, begin by going into the middle of the lake and changing the switch to be in the middle. Next head towards the boiler and follow the path to the left. Once at the main controls first turn off the heat, next use the switch to direct the power towards the bridge, then switch the switch to direct power towards the water control and finally move the wheel to empty the water.
If done properly you should be able to go into the boiler through the hole in the ground and out the tunnel. Once through the tunnel look down and follow the pathway to a closed door with a hatch next to it. Open the doors and go into the room. Once in the room close the doors behind you to reveal a secret entrance. Go down the secret entrance to the right as you are walking down the pathway switch the lever on the right hand side of the pathway to turn off the ventilation system.
Once this has been switched go back to the room you just came from that has the bean machine. Now that you have switched the lever look up and crawl through the ventilation system. Which will get you into Gehn's lab. Also, notice an eye that will reveal another number. Once you have Explored the lab exit back through the pipe and head to the Golden Globe. In the Golden Globe make your way around the area until you reach the wheel. Rotate this wheel to extend the bridge.
Once this has been done locate the lever next to the bridge that goes to the rotating room and switch the lever to move the bridge back into its up position.
Next turn around and go to the other doorway where there is a hole in the pathway. Next to the doorway is a small button that when pressed will move up a small section of the missing pathway. Once this has been completed you are unable to do anything additional in this area. Return to Gehn's lab again through the ventilation system.
Once back at Gehn's lab go through the back door. Which is the door that does not have the blue-lit button in front of it. If the tram is not there return to the lab and press the blue button on the opposite door and then return back to the tram location. The tram takes you to the plateau island. First part of Boiler puzzle. Air Vent Switch.
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