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Riven Walkthrough — Guide 100%

A guide to all the puzzles, achievements, and secrets of the game.
Riven Walkthrough — Guide 100%
Author
Anton Latoshkin
Date of publication
25 June 2024

Walkthrough Riven

In this guide I will give you the minimum number of actions required to complete the game. At the same time I will try to explain the principle of solving all puzzles and give tips on how to get all endings and achievements.



IMPORTANT!!!

Riven consists of several islands, between which you will have to travel. Most of the puzzles in the game are related to Riven's and D'ni's number systems, so you will constantly have to convert some numbers to others. In the two screenshots below you can see the values of the numbers from "1" to "10" for the D'ni and Riven systems respectively:

Right now you won't understand anything, but in the future, refer back to these two cheat sheets whenever you encounter a puzzle that involves numbers and these symbols.



Temple Island

After listening to Atrus, interact with the linking book to move to Riven, Temple Island. In some ways, this island is more important than the others, as it is the location of the Golden Dome, which will allow you to enter Age 233. But it will happen closer to the end of the game. First of all, let's deal with what's here and what you need it for!

After interacting with the book, when one stranger kills another stranger (a Fratria member gets rid of a Genn man), you'll be able to go outside. The device in front will be used at the end of the game to open the rift and leave Riven. So right now, forget about him. Walk to the right to see a ladder. Look from the cliff on the right to see the very person who took the book from you. You should get the achievement.



Rotate Room

Press TAB when prompted, get Atrus' journal and study it fully. Go up above, enter the room on the left. This is the rotating room that the first puzzle is connected to. You need to do some manipulation so that you can go in all directions in the future. First, enter the room and unlock all the gold bugs. Look through them to get the achievement "". Also look through the round windows to see some additional passages.


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From the rotating room you will be able to enter:

  • To the cave on the right
  • To the rotating dome
  • To the Golden Dome
  • To the control niche


Not counting the passageway you came in through. From all of these exits, there will be a button. By pressing it, you make the room rotate 1/5 clockwise. There are also two doorways in the rotating room itself. Some of the five exits (the two pieces that lead to the Golden Dome and the spinning dome) are covered by a grate. Exit the room and go down the steps to the right. Get the deadbolt from the right side of the wooden door.

Go back to the rotating room, but don't enter, but press the round button four times (provided the button hasn't been touched yet). Go back down to the door you opened, go through the cave. You will now be able to enter the rotating room and move to the room ahead. There will be a pipe and a lever here. Lower this lever. You will do this much ahead of time to pressurize the device at the very beginning of the game. Turn around and walk towards the spinning room, but take your time. There is a lever on the left - pick it up. Turn the spinning room twice using the button on the right. You can now go through the room to the rotating dome. There's nothing to do with it yet, just memorize the place!



Turn around and pick up another lever to the left of the entrance to the rotating room, which will open a passage to the Golden Dome. Press the button twice and go back to the very beginning, to the bridge in front of the rotating room. Press the button twice more so that you can pass to the Golden Dome.

Golden Room

Go inside this dome. The device in the center of the dome will be used near the end of the game. You will have to connect all 5 islands to the Starry Expanse for it to become active. You'll soon see what I'm talking about. You can also go over the top, in a circle, and familiarize yourself with the different patterns. Each one relates to one of the five islands, and will be needed in the future to stop the spinning domes.



Find the stairs and go down to the first tier. Go through the first door on the right. This path will lead to a room with a chair. Sit in this chair, move the left lever. You will see the temple door open. Moving the right lever will raise the bridge, but you don't need to do this. Go back to the Golden Dome, turn right down the first tier and enter the last door. Turn the lever on the pipe to destroy the bridge and get the achievement.

Now it's time to leave the island. Exit back through the revolving room, go forward across the bridge, down into the temple and exit through another door. Press the blue button on the right to summon a cable car. Ride it to Jungle Island. To do this, sit at the remote control. When the door closes, move the lever to the right to turn the transportation around. Move the lever up.

Jungle Island

Move through the cave to extract water. There is not only a water body on the right, but also a large wooden totem. There are a total of 5 of these totems on Jungle Island, with another one located on Prison Island. I'll point out their locations as I explore Riven, but in the future when they really come in handy, I'll be sure to remind you where to find each one.



Exit the cave and walk down the steps. You will come to a shore with sea animals. Turn left, find the bucket and get the lens from the wall.

This is the most important item you will use to get clues from Fratria.You can see invisible white ink through the lens. Walk in the other direction from where the sea animals were and go up the steps. There will be a second large totem up ahead, and a flower tree on the left. Now go to the right side to find yourself on the upper levels of Riven's village. Go down the stairs on the right and enter a small building. This is a school. You can view the recording on the device in front.

The school is important!

The most important thing you're interested in here is the note and device on the table to the right of the school entrance (inside the building). On the note you see D'ni's digits (left) and Riven's digits (right). Now examine the device. Pull the ring and count the number of times the figure is lowered. There will be a D'ni figure at the bottom of the device. This way you can write out for yourself ALL the D'ni figures and their ratios to our Arabic figures. This is how you should be able to do it:



I have already shown this picture above. Also, thanks to the worksheet on the right side of the unit, you now know the 6 basic digits/numbers of Riven (namely 1, 3, 5, 6, 8, 10).

Go back to the very beginning through the beach with the sea animals and this time run up the steps, all the way to the stop. Look to the left to see the Star Space hole. Get closer and get the achievement "". Follow the right path and turn right to see a third totem. To the right of it, there is a descent to a wagon that leads to Boiling Island. For now, go back to the path and go through the door into the jungle.

Follow through the jungle and go through two tunnels in thick trees. There is a spinning dome in the second thick tree. Inside the tree, turn right to see a large and scary totem sticking out of the tree. In the future you will open its mouth and create a shortcut. Now go the other way and open the wicket. The path to the left leads back to a clearing with felled trees, a totem, a Starspace hole, and a wagon. The path to the right leads to the village through a cave with blue lights, but there will be a raised bridge.

Go back through the jungle and tunnels in thick trees. Stop between the tunnels and notice a large sword sticking out in the tree ahead, on your right side. To the right of the first tunnel, there is a descent. There are mushrooms growing along the steps going down. This path will allow you to find the fourth large totem.

Go back to the wagon in the clearing with cut trees, stand on its step and click on the wagon itself. After that, lower the lever on the left.

Boiling Island

Follow the path to the center of the lake and turn the crank on the middle pipe, towards the cauldron. Walk up to the boiler and turn left. Sequentially turn the large valve, toggle the handle on the left of it, up the handle on the pipe on the right, and up the lever on the wall of the boiler itself. Now you can go inside! Make sure you do! When you turn the large valve, wait for all the water to come out of the boiler first. If not, go back and switch the lever to the left of the valve to the far pipe, wait for the water to come out, and switch it back to the near pipe.

Enter the boiler and go down the ladder. Move through the pipe and up the cliff. Open the hatch on the ladder to create a shortcut to the cauldron. Open the doors on the right. Take your time. Go down to the cauldron first, walk to the center of the lake and move the valve to the right pipe of the three. Go up the same stairs and go inside. Go forward through the cave until you are at the pump and the flooded adit. Start the pump (you powered it by turning the valve in the center of the lake).

Go down, examine the wall on the left. Find a pickaxe, click on it to get a round stone. It will fall on the cloth hammock. Pick it up and place it in the cradle on the nearby platform. Turn the valve and move all the way to the stop. Get off the platform and turn the other valve to lower the elevator part. Ride inside on the same platform. There is a lever (on the right side) behind the valve that is used to move. Pull it to push the valve into the elevator cabin. Turning the valve will allow you to go to the top of the elevator.

Gehn's Laboratory

Pick up the round stone and place it in the table slot on the right. Turn the clamp to saw the stone. Take the small marble and place it in the device to the left. Examine this device. You need to set a certain value, lift up the toggle switch (top) and press the white button. You need to find the value where, when you press the white button, the slider is exactly in the middle of the green area. I had it at 9. This is the value of the compensating force.

Next, notice the two notes to the left of this device. Push the container away and read them. It's important to memorize the contents of the note!

This will come in handy in the future, I'll ignore it for now. Just take a screenshot, as these values will be different for each playthrough and player. There's another note on the other table.

Also, you can look at the device in the center that does stone cutting for 15 minutes to get the achievement.

In addition to the elevator, there are two doors in the lab. Both open the same way - first slide the lever sticking out on the right, and then turn the valve. First open the door on the left. The path to the right leads to a bridge that you may have destroyed when you went through the Golden Dome. Even if you didn't destroy it, this part of that bridge will be up. So go to the left. You'll come to a door. Interact with it. Does this place look familiar? There are several of these doors in the game that move in different directions, making it impossible to see additional passageways. Right ahead, you'll see a downward slope.

Rotating Dome

Let's deal with the first rotating dome. After going down and entering the room with the rotating dome, turn around and close the door. On the right side you will find a passage to a strobe light. Take out the lens and find the symbol on the rotating dome, highlighted in white paint. It will be a circle with a vertical line. Walk to the strobe and press the top button the moment you see the circle with the vertical line. If done in time, the dome will stop. And yes, remember: Boiling Island is the circle with the vertical line.

What to do in Starspace?

Wait for the dome to open, go inside and you will find yourself in Starspace. First go to the end of the bridge, turn the valve and press the button. The button aligns the center platform of the Starspace, and the valve extends the bridge leading to it. Afterward, go back a bit and notice the stone ball device. Turn the valve left and right to load the ball, and then press the button. If your platform is connected to the center platform, the device will fire. This is how you will feed the first container into the Golden Dome. You need to do the same with all the rotating domes: stop them, go inside the Star Space, connect to the central hub and fire the device.

Make your way to the central platform and examine the control sphere with the valve and lever. The lever switches the direction of rotation. Turning this sphere will reveal another symbol with two white flickering dots. This indicates that you can connect to them. Adjust so that these dots end up on the arrow, as in the screenshot. And yes, memorize this: the Prison Island is the vertical eye icon.

This is the primary way to move between islands using the rotating domes. Admittedly, only two of them are active right now. Overall, the valve and lever controls in Starspace are pretty straightforward. When you turn the sphere, focus on the places where the lines cross. Once you understand, you won't experience any problems in the future.

You can immediately use the device on the Prison Island platform to shoot the center node. Exit the sphere to move to the Prison Island.

Prison Island

Look around. Walk forward to the building. Inside the building there is a locked door with three buttons and a lever. When you press the buttons, you will hear different sounds (clicking, crackling or ringing). Right now you do not know the code combination. Exit the building and turn right, passing through the broken railing. This path will lead you to the fifth large totem. Climb up the ladder, go over the large roots and climb even higher until you are on the locked balcony. Katherine will come out to you.

Go downstairs to the large totem. To the left of the stairs (or to the right if you're just down), there's a barely visible piece of wood with a handle. Lower it to reveal a telescope. You can look at the neighboring island through the top lens. This will come in handy in the future!

Go back to the closed building, climb up the side stairs and use the strobe light to stop the spinning sphere (the vertical eye ajar symbol). This is the symbol you've seen before. Go back to the Boiling Island through Starspace. If you have not already done so, in Starspace, fire the device above the Prison Island sphere.

Boiling Island

Go back to Genn's lab, open the second door and go down the steps. On the way, press the blue button to call the cable car. Ride onward to the new island.

Oversight Island

Go up the steps, walk forward and ride up the elevator. Press the white button and examine the control panel. It consists of the same figures as the figures at the bottom of the island. You need to place them on the inner 5x5 field, and you can use the additional two rows and rows (perimeter). As for the location of the pieces inside this field, it should be the same as the huge island below. For example, there should be a 2x2 square in the top left corner of the 5x field, a single square in the top right corner, the largest piece on the bottom right, and so on. Like in the screenshot below (only the inner 5x5 square is left to put them in).

Five golden buttons will appear. Click on each one to make the island landscapes appear on the figures below. This way you will understand which figure belongs to which island. For example, the smallest island from one square is Prison Island, the L-shaped island is Oversight Island, the 2x2 square is Boiling Island, the largest figure is Jungle Island, the remaining island is Temple Island. Remember!

Memorize the location of these golden buttons as well, go back to the elevator and press the same buttons on the square panel to descend to Genn's secret room. Go up the steps to the large pedestal in front of the huge window. Lower the right lever, turn the buttons. Select the eye button with the vertical line and press it. The red light in front of the large window should illuminate. Repeat the steps, baiting the kitula until you get the achievement "". The left lever will allow you to use the surveillance cameras placed in different parts of the island.

Ride up and exit to the right, to a large lake. Go around it, moving to the right, and you'll see a rotating dome. The local strobe light does not work. Press R to grab the lens. Stand at the strobe and click on it the moment the symbol with white paint is against the bridge, which you can walk across to the rotating dome. I've shown the right moment in the screenshot below:

In Starspace, connect to the center platform and use the device to shoot the main hub. Take your time and enter the same dome to return to Oversight Island. Run back to the cable car, go inside, turn around and exit the cable car!

Once on the other side of the Nadzora Island docks, go through the door, pull the lever and enter the booth that arrived. Walk forward through the hallway until you spot Genn's man. Immediately run after him to see him leaving on the cable car. You will get the achievement "" for this. Summon the cable car and ride it to Jungle Island.

Jungle Island, Return

Call the elevator, go one tier higher, and lower the lever on the left to open a huge maw in the middle of the jungle. You've done this before! Ride even higher, make your way to the spinning dome, turn right and use the strobe light. Hit the button when you see an open eye icon with a vertical line in the middle. Go inside, connect to the center platform and fire the device. This leaves a rotating dome on Temple Island!

Take the same path back to Temple Island without touching the central hub of the Starspace. Go around the spinning sphere, climb the steps and enter the building. Pull the left lever to go upwards. You will get a bird's eye view of the village. Pull the right lever to close the hole on the platform below.

Submarine

Remember the trick you did with the cable car on Oversight Island. Run back to the elevator, ride down, enter the funicular and turn it around to exit to the other side. Go through the cave to find the submarine. Go up the steps on the left, switch the lever and enter the boat. Set the lever on the round panel to 1 hour and start the submarine with the right lever. Wait until you arrive at the village.

Village

Go to the top, turn the valve to create a bridge. On the other side of the village, go to the right first and lower the bridge. Go back, find three ladders that lead upstairs, one after another. Climb them, go to the right, go around the mouth from which the steam is coming, and pull the lever wrapped in a rag. You will see steam from below, from under the water. Go back to the ladders. Do not go down to the bottom. Instead, go to the other, left side. Climb up another set of stairs and go to the left. Lower the second bridge. Go back to the ladder and go up the fifth ladder above. Go to the left. You can walk forward along the plank or turn to the house on the left. Turn to this house first and knock 3-5 times to get the achievement.

Next, walk forward along the plank and climb to the very top of the mountain where you can see the flower tree. First, turn the watering can located on the right. Then lower the top handles of the device to deliver water to the tree. Wait for it to bloom (about 15-20 seconds of watering).

Climb down all the ladders, return to the submarine. Set the lever to 4 o'clock and drive to it. You will find yourself in a place where steam is coming from. Then move the lower lever to the right to turn the transport around, set the small toggle switch to 1 o'clock and drive back. Get to the surface and run to the lowered bridge and the steam source. Right now an air bubble has formed in the water, so you can climb down and make your way to the room underwater. This is where the last, sixth totem will be. Just memorize this location.

The riddle with totems and rocks

Go back to the submarine, set the toggle switch to 8 o'clock and go to the specified location. Climb out of the boat. You will find yourself on the structure you saw from the bird's eye view, from the tower next to the rotating dome. You should have covered the center part of this platform. If you did, press the bottom button on the remote. When the small platform is down, press the middle button and quickly stand on the platform to climb up to the top.

Make your way to the rock with the prisoner. Turn the valve on the right and enter the cell. The prisoner is missing. Apply the lens to locate the marked rock. Interact with it. Use the lens to walk through the dark tunnel until you reach the water. Turn around and activate the light on the wall on the left. Walk in the opposite direction, activating such lights.

At some point you will see a block with a ring on the left. Interact with it to open the passage. You will get to a room with stones with different Riven animals on them. You need to activate 6 specific stones in a certain order. Alternatively, you can use the combination from the original Riven (1997) game to get the achievement.

As for the current combination, you need to visit the 6 totems we found earlier. Each totem has an eyepiece on it. Using the lens, you will see white lines.Turn the eyepieces on each totem to see a certain number of Riven. This will allow you to determine the order in which to consider the animal images near the totems. As for the animals, you will also find their images near the totems, using the lens.

Let's go in order:

  1. The flower tree on Jungle Island. While in the village, you had to go upstairs and water the tree. Only after that will you see the image of the dome-shaped beetle.
  2. The underwater room in the village. A little above I described how to get into it (first find the submarine, then move to the village, go upstairs, close the mouth with steam, go downstairs, create an air dome in the place where the steam is coming from, go down there). Image of an insect looking down. Like a triangle.
  3. A totem at the site of tree felling. Nothing unusual, and the image is formed by moths.
  4. Totem on Prison Island. You need to lower the telescope to the left, take the lens and look through the hole at the top of the telescope to see the animal.
  5. Totem on Jungle Island behind the mushroom cave. In the jungle, between two tunnels in the trees, there is a descent down steps. There are mushrooms growing along this descent. This is how you get to another totem. This particular totem has no eyepiece, meaning you will not be able to recognize its number.
  6. The totem is inside the water purification cave at the beginning of Jungle Island. You need to look through the lens at a certain angle. To see the image, hold the handle to shut off the water and look into the body of water.

Here's the problem: the animal images you find of all the totems will be the same. But their sequence, i.e. Riven's number inside the eyepiece, will be random every time! Thus, you'll have to run through the four totems of Jungle Island on your own to find out their sequence numbers. You don't have to go to Prison Island, nor do you have to visit the totem behind the mushroom cave. Once again - the sequence of characters will be unique for each playthrough:

And these are the first 6 digits of Riven, so you can properly determine the order of the images by setting up and looking through the eyepieces on the larger totems:

Fratria

Examine the statue ahead, you will fall into a trap. After a while, a girl will come to you who will give you a prison book and Katherine's diary. Study Katherine's diary by flipping through all the pages. In the diary there is a code combination of Riven's numbers. It will be needed at the very end of the game! If you click on the Prison Book, you'll be trapped and see a bad ending. For which you will get the achievement "". Leave the room, find the elevator, go down and use the book.

Temple Island

Go back to Temple Island using the cable car. Use the rotating room to get to the rotating dome (if the passage to the golden dome is set up, you need to press the button on the cable car side three times). Stop it with the strobe light (circle with a dot in the center), enter the Starry Expanse and connect the bridge. Fire the device. This is how you will activate the last, fifth dome!

Then go back to the dome, back to Temple Island. Make your way to the Golden Dome and go to the device in the center. Examine the five tubes in a circle. There should be a gray container in each one. If it is, you have activated all 5 rotating domes!

Puzzle in the Gold Dome

Click on the white button on the railing on the right to go up. One of the hardest puzzles of the game will begin (although the totem task was no easier!).Lift the lever on the left to see a 5x5 field. Doesn't it remind you of anything? It's the same field as the one on Oversight Island. Remember the arrangement of the balls on Oversight Island? You need to place different colored balls in the same cells, with each island corresponding to a different color. Temple Island is green, Jungle Island is red, Oversight Island is orange, Prison Island is blue, Boiling Island is purple.

Next, you need to remember the shapes of the islands and how they were arranged inside your 5x5 grid. With this, you will be able to arrange the colored balls correctly:

Here's the arrangement in text:

  • Top left corner - purple balloon
  • Top right corner - blue ball.
  • To the left of the blue ball is the green ball.
  • Bottom row, second cell from left to right - yellow/orange balloon
  • Above the yellow ball is the red ball.

This is half of the puzzle. At the top, there is a scale on which you need to place the five colored tumblers that correspond to each island. Remember the note from Genn's office. This is the formula you need. Apparently, everyone's compensatory power will be a 9. It was obtained on the device next to the note in Genn's lab when you first cut the stone ball, then placed the marble ball in the device, adjusted the toggle switch and hit it (the arrow should have hit the green zone). See above, in the section on Genn's lab on Boiling Island.

I'm assuming that everyone's compensating power will be the same - 9. If yours is different, then use your value! Next, take a look at this sheet. There are five lines on it. First comes the image of the strobes. Each of these images corresponds to the rotating dome of a particular island:

  • The circle with the dot is Temple Island, which is the green tumbler.
  • A circle with a horizontal eye and a vertical line - Oversight Island, the orange tumbler.
  • A circle with a vertical line - Boiling Island, purple tumbler.
  • Vertical eye with a dot - Prison Island, blue toggle switch.
  • Circle with a horizontal line - Jungle Island, red tumbler.

However, none of this matters because the tumblers at the top are in sequence. That is, you need to calculate 5 numbers, then arrange them in ascending order and move them alternately at the top: the minimum number - red tumbler, the maximum - purple.

Let's go to the right side of the note. You see a "+" or "-" sign, indicating that the specified D'ni number should be subtracted or added from the compensating power (9). The screenshot below shows all the D'ni numbers from "1" to "10":

But this is not enough as some D'ni numbers are complex. For example, it can be a combination of two other numbers (when a pattern can be divided into two other numbers). For example, if you see a left arrow in the square, that's 3 and 5. Then the numbers need to be added together, and you get the number 8. Which you can see in the picture above. but if, for example, there is a half circle to the left and bottom, that would be 2+10=12.

I went through the game twice, and both times I saw the same formulas on the worksheet in Genn's lab, got the same compensatory power. Perhaps the developers made the game easier and made all these values the same!

Take a look at my note:

Let's break it down by example, one by one:

  • Line one - 9-7=2
  • Second line, 9-3=6.
  • Line three - 9+5=14.
  • Fourth line - 9+12=21 (12 consists of 2 and 10).
  • The fifth line is 9+16=25.

The last D'ni number in my example is more complicated. First, we see that the arrow is pointing downward. To do this, we need to take the "3" from D'ni and turn it counterclockwise once. Every time you turn counterclockwise (once) some prime number/digit of D'ni, it needs to be multiplied by 5. So in the case of a 3, we get 3*5=15. And the vertical line is a 1. In total 15+1=16.

Place the tumblers sequentially on these values. Remember that the first risk on the scale is 0, and the last risk is 25.

If all the balls and colored risks are set correctly, when you lower the lever and the mechanism closes, a white button will appear above the lever. Press it to lower yourself down and enter Epoch 233.

Epoch 233

You will encounter the Genome. Listen to his lengthy monologue, after which he will offer to be the first to try out the Prison Book. Do this immediately to get the achievement "". On the other hand, if you refuse, you will be forced to return to Genn's lab using the book near the cage. You can then return to Age 233 in the same way, and Genn will ask you to use the book again. Refuse again, repeat the actions, and the third or fourth time you return to Age 233, Genn will shoot the protagonist with a shotgun. You will get another achievement "".

Either way, to get to the normal ending, you must agree and use the Prison Book. Genn will believe you, then do the same and the protagonist will be freed and Genn will be imprisoned.

If you use the Prison Book again, you will free Genn and get another achievement, but the game will end with a bad ending. Don't worry, you'll be able to load the final save.

Once Genn is in the dungeon, pull the lever on the column by the stairs to remove the book. Go down the stairs and read Genn's journal in its entirety. If you have previously read all the notes and diaries (there are three - Atrus, Katherine, and Genn), you will get the achievement "". There are three codes in Genn's diary. There is a projector in the window on the left. Open the bottom center box to see five buttons. Depending on the combination of these buttons, you will be able to view three different entries:

  • The fifth button
  • The second and third buttons
  • Second, third, and fifth buttons

If you view all three recordings, you will get the achievement "". Whenever you want to start an entry, the button slot must be pushed in and then the handle must be pulled. On the same nightstand where you found Genn's diary, there is a device. Open it to hear a sequence of five sounds: the sounds you hear on Prison Island when you press the buttons. Memorize this sequence of thumping, cracking, or ringing. It will be different every time, but it always consists of five sounds!

There may be a bug where the linking book by the cage stops working and you can't leave Age 233. I had this happen on a replay when I immediately accepted Genn's offer and used the Prison Book. Unfortunately, you have to either wait for a patch from the developers here or download an earlier save file.

Be sure to save before continuing! There may be bugs ahead. There are also different options for getting different achieves. For example, if you don't save Katherine and go straight to the finale.

Rescue Katherine

Return to Prison Island by any means, enter the building and use the buttons to repeat the sequence. Then pull the lever. If done correctly, an elevator will arrive and you will get to Katherine's tower. Listen to the girl. She will run away, but she will send you an elevator. Return to Temple Island.

Finale

Just in case I remind you, I did this at the beginning of the game, but in case you didn't. Go through the rotating room, on the cave side. Turn so that you pass into another opening with a pipe and a lever. You need to turn the lever to the right to power up the device in the starting location.

Go to it and examine the panel. On it, you need to indicate 10 numbers of D'ni. Katherine's diary has the correct sequence of Riven's numbers. This sequence will be different every time! Here is the translation of Riven's digits into Arabic:

When you get the sequence of Arabic digits, translate them using the screenshot below to D'ni's digits:

Expose these digits to control the elevator. Move it with the levers to the left. With the other lever, lower the hook to insert into the handle on top of the iron dome. When you do this, raise the hook to create a rift. Watch the final cutscene.



Game from the guide