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FAQ/Walkthrough by Momruoy

Version: 1.0 | Updated: 01/20/04



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   URU: AGES BEYOND MYST walkthrough

   Written by: Momruoy (Joel Webster)


-----------------------------
***** Table of Contents *****
-----------------------------

  -- Introduction
  -- Cleft
  -- Gahreesen Part 1
  -- Teledahn
  -- Gahreesen Part 2
  -- Kadish Tolesa
  -- Eder Gira/Kemo
  -- Ending
  -- Linking Stone locations
  -- Relto Page locations
  -- Credits


------------------------
***** Introduction *****
------------------------

This is a quick and dirty walkthrough simply for those who are totally stuck,
since if you wanted to take your time and figure things out for yourself, you
probably wouldn't be consulting a walkthrough :) I will try and be as detailed
as possible for most of the descriptions, but as I get farther and farther into
the game, you should become accustomed to the controls and the age layouts.

If you want descriptions of where each Journey Cloth is, I've tried to make it
obvious where each one is, so you can just scroll down until you find the Cloth
you're missing. The description of how to activate it is above each marker.

I will go through the ages in the order that they appear on your bookshelf in
Relto, which is coincidentally also the same as in order of difficulty. So here
goes nothing! Keep up if you can!


-----------------
***** Cleft *****
-----------------

You begin the game in the middle of a desert in New Mexico with a volcano
directly ahead of you and a trailer parked in the distance off to the right.
Head over in the direction of the trailer first and meet Zandi. This guy helps
you out for the first part of the game and should let you know alot of things
you'll read in here.

After you meet him, head behind his trailer and go to the far side of the cleft
to the ladder and climb down.

At the bottom of the ladder, head over to the bridge farthest away from you and
try and cross it. Once you put your weight on the bridge, it snaps and you fall
to your death. Game Over. No, it simply becomes a ladder you can climb up. At
the bottom of the cleft, turn right and head to another broken bridge and climb
up it. Turn left and fall down to a makeshift bridge made of three boards.
Carefully cross over to the other side and take another left and fall down
again, landing on a VERY narrow piece of rock. Cross this to the ladder, and at
the top of the ladder, enter the doorway.

In this room, which I'll call the projector room, you will find several things
of interest. Immediately to your left is a non-functional hologram projector,
straight ahead of you is another non-functional hologram projector, and to your
right is a lovely charcoal drawing on the wall of four symbols. Nudge the board
out of the way of the fourth symbol and write them down, you'll need them later.

Find the doorway to another room and go in. Once you get in the room, you
should see a big lever with a metal shaft coming from the ceiling. Pull the
lever to release the brakes on the shaft. But it's not spinning yet. At this
point you need to go back to the ladder that takes you out of the cleft back
above ground.

On top, walk around the cleft to the windmill and push the lever so it starts
rotating counter-clockwise. Now go back down to the projector room.

As you enter the room, you'll see that the projector is now active, but don't
hit it yet. First, close the door you used to enter the projector room, and
then go to the other room. Open the door here, so when you're done, the door
that was open at first is now closed, and the door that was closed at first is
now open. Go back to the projector room and hit the projector.

Here you'll find four symbols that may or may not look familiar. Change these
to fit the four that are written on the wall behind you. Once you have them set
correctly, push the blue button in the center and listen to what the recording
has to say. In the middle of Yeesha's speech, she will reveal a Journey Cloth.
After she's done talking, go over and activate it.

-----ACTIVATED JOURNEY CLOTH 1-----

Now to find the other six cloths.

Leave the area using the other door, and fall to the cleft floor. Go to the
left and climb the ladder. At the top is a small recess in the wall with a bed.
You should be able to see a Journey Cloth inside.

-----ACTIVATED JOURNEY CLOTH 2-----

Exit the room and you should be able to see the next cloth on the closed door
to the projector room. Cross the bridge, fall down, climb up and activate it.

-----ACTIVATED JOURNEY CLOTH 3-----

Now you need to go back up out of the cleft, above ground.

You may or may not have spotted cloth #4 earlier, but it's stuck to the side of
Zandi's trailer. Head over there and get it.

-----ACTIVATED JOURNEY CLOTH 4-----

Do you remember where you landed when you first arrived here? You probably
didn't happen to look behind the NO TRESSPASSING sign that was behind you, did
you? That's where cloth #5 is.

-----ACTIVATED JOURNEY CLOTH 5-----

Cloth #6 can be a little tricky to find. From cloth #5, start walking to the
left of the volcano. Keep going until you're behind it. You should see the
skeleton of a whark lying on the ground. If you're not sure what a whark is,
you haven't played Riven. The cloth is stuck to the inside of the whark's
jawbone, just walk up it's spine and you'll see it

-----ACTIVATED JOURNEY CLOTH 6-----

Alright, now head back to the cleft and go down. Cross the bridge, but instead
of entering the room, go left and cross the other bridge, being careful not to
fall through the gaps in the bridge. You should see a mechanism with a bucket
to your left. You need to press the foot pump to lower the bucket to the cleft
floor. Go down and hit the cloth on the side of the bucket.

-----ACTIVATED JOURNEY CLOTH 7-----

That's the last one! Now you can enter the Journey Door, which is embedded in
the trunk of the tree right next to you. When the door opens, climb down into
the tree and get your Relto book.


-----------------
***** Relto *****
-----------------

When you first arrive in Relto, you'll find a hut with a shut door. Open the
door, but before you go in, turn around. Here are four pillars, each with the
journey symbol on it. This walkthrough covers the ages in order, but you can do
them however you like. The first age I'll cover is the age with the blue
journey symbol. If you're standing at the hut entryway facing the pillars, it's
in the back left corner.


----------------------------
***** Gahreesen Part 1 *****
----------------------------

On arriving in Gahreesen, you'll notice that the shadows on the walls are
moving quite fast. This is because the entire complex is rotating. You'll need
to know that bit of info later on, so I might as well let you in on it as soon
as possible.

Exit the entry area and pass the security station, which is currently unused.
You'll notice that the doors in front of you won't open, no matter how nicely
you ask them. Ignore them for now, and continue to the right. In the next
section of hallway, enter the room to your right. At the moment, there's
nothing of interest to you, but there's a link to D'ni, which you should ignore
for the time being. For now, just go on to the next room.

Here is where you get something very important: the KI. Well, it's only
important if you plan on playing Uru: Live. Either way, grab your KI and move
on to the next room.

Watch your step! There's a huge crack in the floor here, and you don't want to
fall in. Yet. Take a running jump over to the other side. Jump your way up the
fallen slabs of rock. You'll find Journey Cloth #1 here.

-----ACTIVATED JOURNEY CLOTH 1-----

Now go back out of here and fall down the big crack. Don't worry, you won't
die, but you will find a Relto Page here.

-----FOUND RELTO PAGE 1-----
(Makes logs and rocks scattered around the island)

From here, the only way out is your Relto book, so link out to the island.

When you link in, you'll be in the hut with the bookshelf. Go to the shelf and
find the Gahreesen book. It should be the only one right now. There should be a
Journey bookmark, which makes you link to the most recent Journey Cloth you've
touched. Handy, eh? Use the bookmark to link to the pile of rock.

Exit this room through the open door and take a right. In the next section of
hallway is a hole in the wall. Use this to enter the Beetle Cage room. There is
a series of rods connecting the cages on the far side of the room when you
enter. Use these as a ladder to climb on top of the cages to find a Journey
Cloth.

-----ACTIVATED JOURNEY CLOTH 2-----

Jump across (or fall and climb up) to the other bank of cages. There is a
fallen slab of rock that will let you climb up to the second floor of the
complex. You're going to have to jump up the wall in a few places, but you
should figure it out. Cross the plank with the cones carefully to get to the
other side. There is another crack in the wall here, use it to go out of this
room.

It seems that the entire facility has taken quite a beating, the crack seems to
run all the way through to the rotating mechanism on the outside! Enter the
damaged part of the outer wall and run up against the moving parts of the
building. Just keep running until you find yourself inside the wall. Once you
see a big room, quickly exit the wall, otherwise you'll have to wait until it
comes back around.

This room is very important. In front of you is a large bank of 5 switches. To
the left of those switches is a Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 3-----

Ok, now comes the tricky part. You should be in first person view for this.
Facing the cloth, strafe left (the < key) and walk forward. On the floor is a
pressure plate that causes a big weight to raise up. Once it's as high as it
will go, run over to the switch bank and hit the leftmost switch. Quick run
back over to the weight and put it back up to the top. While it's raising up,
line yourself up with the switch on the floor ahead of you. It's the same kind
of switch you used in the cleft to lower the bucket. When the weight is raised,
run over to the switch, hit it, then run back and raise the weight again. There
is another foot switch on the other side of the big cog, run over and hit it,
then run over to the switch bank and hit the second switch. This will raise the
cog wheel so it connects with the rotating wall, causing power to flow to the
switch bank. Hit the rest of the switches to power the whole place up.

Now that the complex has power, the hard part is over. Exit through the door
next to the weight and go through the next door so you're in the same place
where the big crack in the wall is. Take yourself down a floor to the main
floor. You want to find the doors with the big green button. They're right
across from the room with the KI dispenser. Once you've found them, take the
elevator up and outside.

After you're done admiring the scenery, find the walkway extending from the
side of the building to the left of the elevator. There are two rock
outcroppings you can jump onto. The one you want is the one between this
building and the other one. There is a Journey Cloth right next to you after
you land safely.

-----ACTIVATED JOURNEY CLOTH 4-----

Now your goal is to make it into the big building. You will probably have to
wait for a while for a walkway to come to you. Once inside the big building,
you want to find a conference room. Enter each room until you find the
conference room with a Journey Cloth on the far wall next to the window.

-----ACTIVATED JOURNEY CLOTH 5-----

This is all the farther you can get in Gahreesen for now, which is why I have
it seperated into two parts. If you want to, head over to the other conference
room on the opposite side of the building to find a dead-end link to D'ni.
You'll come back to the age later to get the other two Journey Cloths. Now you
want to head back to Relto.


-----------------
***** Relto *****
-----------------

The next age you want to enter is Teledahn. It's in the pillar with the orange
journey symbol, which, if you're standing in the hut entryway, is in the front
right.


--------------------
***** Teledahn *****
--------------------

You arrive in Teledahn inside a nice little house in a cave filled with very
large mushrooms. The manhole in the house is locked at the moment, so exit the
house. Walk around to the backside of the house to find the first Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 1-----

Exit the cave. You'll see a non-functional elevator that needs power. Are you
seeing a pattern to this game? :)

Run along the elevated walkway through the giant mushrooms until you see a
large mechanism to your left. There are three levers on the mechanism that you
want to pull, although one of them won't budge. Don't worry about that one.
After you pull those levers, there will be a yellow flashing button with the
D'ni number 3 on it. Push the button 3 times to raise a big antenna-looking
thing. Go around to the other side of the pole to find a viewer. Your goal here
is to fit the sun into the ring in the middle by making it rotate at the same
speed as the sun. Once you get it right, the mechanism will activate, powering
up the age.

Go back out to the walkway and go left until you see another lever. Pull the
lever and quickly enter the big bucket to your left. If you got it right, the
bucket will carry you up to the control center. If not, just keep trying.

After you get dumped out, head over to the wall to your right, where you'll
find a Journey Cloth between the two telescopes.

-----ACTIVATED JOURNEY CLOTH 2-----

On the other side of the room is where it all happens. Sit down at the
controls. You can turn on the lights using the three buttons on the right edge
if you like. Hit the lever in the middle to drain the water under the house at
the beginning. Once that's finished, flick the rightmost switch to unlock the
manhole in the house. Head over to the elevator in the corner. There's a lock
on the bottom right of the elevator, be sure to hit that first. Take the
elevator up by hitting the blue button on the right.

On on top floor is a Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 3-----

After you activate the cloth, you should open the windows using the lever on
your right so you can see what you're doing. On the desk next to you are two
very important pieces of information. The first is the topmost piece of paper,
which is the instructions for the Fry Man Safe Haven 3. Read the instructions
on how to access the safe under the aquarium and set it back down. The second
piece of information is lying on top of that sheet of paper. It looks like some
sort of map with the D'ni numbers from 1 to 7 written next to rectangles. Copy
this map down, you're going to need it later on in the age. After you get
these, leave the desk area and head over to the aquarium. Notice that there is
a Relto page between the packing crate and the aquarium.

-----FOUND RELTO PAGE 2-----
(Changes the style of the hut's roof)

Follow the directions you read to access the safe, which exposes a linking book
to Douglas Sharper's office in D'ni. The only thing you'll find there is a
linking book back, a journal describing his 'adventures' in the DRC, and a
dead-end link back to a giant mushroom stump in Teledahn. You can follow the
link if you want to, it's not necessary for the game.

Head back down via the elevator's blue button, then hit it once more to go all
the way down to the house you started in. You'll find that the manhole is
unlocked, so go down the two ladders to enter the drainage pipe. Run all the
way down the pipe until you can't go anymore, then exit through the hole in the
side and go up the stairs. How handy, they stick the Journey Cloth right next
to you.

-----ACTIVATED JOURNEY CLOTH 4-----

In the prison you will find lots of rocks, skeleton pieces and stools that you
can push around the room. You will also find seven pressure plates. Does the
layout remind you of anything? Perhaps the map you found in Sharper's office?
Each pressure plate is assigned a number from 1 to 7. If you don't know what
the D'ni numbers mean, I can help you out. Starting in the top left and going
counter-clockwise around the room, the plates are numbered like this: 4, 7, 1,
5, 3, 6, 2. Take this opportunity to learn how to read D'ni numbers, you'll
need to know them later on.

If you take a look through the bars on the right side of the room, you'll see a
series of seven plates, either raised and yellow or lowered and grey. These
correspond to the pressure plates. Yellow means put something on it, grey means
leave it alone. Once you get the combination, the bars will raise, but then the
outer bars will lower, making it seem impossible to escape! There's one easy
solution: instead of pushing a rock onto plate #2 (top right corner), use your
own body weight to press it down, then quickly run through the inner door
before it shuts. This way, you'll let the outer bars back up, letting yourself
out.

Once you escape from the prison, you'll find yourself back on the outside in
the fresh air. Walk along the walkway, passing the feeder until you get to a
raised drawbridge. Pull the lever to lower the bridge and go across to the next
area. What's that you say? The lever won't work? Try it again. Hmmm, looks like
you got a defective version of the game, better go buy another one. What's
that? You don't want to shell out another $50? Looks like you're going to have
to take some drastic measures then. Get a running start and jump into the
bridge, see if you can't bodyslam it down. :)

In the next area, you'll see a bunch of boxes all stacked up next to one
another. Go through the door next to them and go up the stairs. Walk down this
hallway until you see the Journey Door on your right and a Journey Cloth on
your left.

-----ACTIVATED JOURNEY CLOTH 5-----

Follow the path that the cloth is on until you get to a telescope-looking
device. Look through it and turn it left until you see several rocks being hung
by ropes. Use the slider in the bottom right corner to zoom all the way in.
Find the two rocks that are very close to one another, and center the viewer on
the one that is closer to you. Once you've got it centered PERFECTLY, hit the
flashing button to shoot the rock. This should cause a ladder to fall down from
up above. Go back to the Journey Door and take a right, going back out to the
outside where the boxes are.

Jump your way up the boxes and jump over the area where the door is. On the
other side, pass the ladder and hit the Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 6-----

Climb up the ladder and explore this room to find the final Journey Cloth on
the right side.

-----ACTIVATED JOURNEY CLOTH 7-----

Take the exit on the other side and follow these stairs down. Open the secret
panel. You should see a link behind one of the boxes. DON'T HIT IT YET. Go up
the stairs and re-activate the Journey Cloth across from the Journey Door.
You'll see why in a minute. Go over to the Journey Door and open it. Now run as
fast as you can through the blackness until you hear yourself linking.

Welcome to the Bahro Cave. Listen to Yeesha's recording, and once it's
finished, hit the journey symbol to transport the Bahro totem to Relto. Jump
yourself into the expanse to land safely back on Relto. Once back, go into your
hut and link back to Teledahn (the orange book) using the journey bookmark.
You'll wind up right next to the Journey Door.

Remember the link you found behind the boxes? Go back and use it.


----------------------------
***** Gahreesen Part 2 *****
----------------------------

You are now in prison. But only to visit. Behind you next to the pillow on the
bed is a Relto Page.

-----FOUND RELTO PAGE 3-----
(Turns the mountain into a waterfall)

Also in the prison cell is a Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 6-----

Fall down the handy escape route to exit the prison cell. At the junction, take
a right. At the second intersection, turn left and go up the ladder. Find the
only door here and enter it. Go up to the top floor using either ladder. If you
go up the ladder on the left, turn right at the top. If you go up the ladder on
the right, turn left at the top. Go out the walkway to the outer edge and run
clockwise to find the final Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 7-----

Now to find the Journey Door. Link back to Relto, then go back in to the
initial entryway. The one you linked to when you first came to this age. Go
back to the elevator that takes you outside, jump to the rock outcrop with the
Journey Cloth on it and re-activate it. You'll see why you re-activated it in a
second.

Turn yourself around and walk, NOT RUN, to the edge and SLOWLY inch yourself
over the edge. You should land on a small ledge. Now line yourself up with the
stone pillar in front of you and take a running leap to it. Now turn left. You
should be able to see the Journey Door. Line yourself up with the ledge coming
from the door and take another running leap. If you don't make either of the
two jumps, you bookmarked the age right there by re-activating the Journey
Cloth, so just link back. Otherwise, enter the Journey Door and run through the
blackness to link back to the Bahro Caves. Listen to the message, transport the
totem, plunge yourself into the expanse, wind up on Relto. You should know how
to do it.


-----------------
***** Relto *****
-----------------

The next age you should complete is called Kadish Tolesa, and it's the
purple-symbol pillar on the right in the back, facing away from the hut.


-------------------------
***** Kadish Tolesa *****
-------------------------

This age has, without a doubt, the best atmosphere of any age in the game. I
think you'll agree once you finish it. The age is a series of puzzles that
comprise a very elaborate lock for King Kadish's personal vault. The age is
very linear in form, making a walkthrough quite simple. Anyways...

You will find yourself in a forest with simply tremendous trees. That's right,
those walls aren't rock, they're tree trunks. Pretty dang big, I'd say. You
have the option of going left or right, and you should go left first. Follow
the path until you see some ruins. Go up the stairs into the chamber, where
you'll find a circular device and a linking book. Use the linking book.

The place you wind up in is called the Kadish Gallery. Here you find the
solutions to all five major puzzles in Kadish Tolesa. Plus there's some
incredible music you can enjoy. The puzzle you should be concerned about right
now is the one to your left with the three circles. Copy them down in the order
from top to bottom EXACTLY AS THEY APPEAR. Just so you don't have to waste time
linking back and forth, why don't you take the time to copy down the other four
solutions.

The one to the left of the circles has a white jagged figure in a blue circle
with five dots and a red rectangle. You need to copy down the position of the
five dots, and their color (light or dark). You also need to remember the
position of the red rectangle in relation to the white figure.

The main one at the end of the gallery has six spinning blocks with three
sides. Copy down the number beneath each block, and then copy each design on
each block with the number.

The rotating one to the left of that has four lines with different colors. For
each color, there are three squares on the rotating circle. Your job is to find
which number (from 1 to 4) is missing out of the set for each color. For
example, the red set has a 2, a 3 and a 4, which means the missing number is 1.
Write down the numbers in order from left to right of which color they are. Red
first, white second, green third and blue fourth.

The final solution has little significance. All you need to remember is the
figure at the top, the symbol that looks like a tree. Keep that shape in mind.
The three circles at the bottom mean something as well, but they're not
anything you won't be able to figure out on your own. Also I'll tell you later
on when you need them. :)

Alright, now that you've got the solutions written down, link yourself back to
Kadish Tolesa via the linking book provided.

Back in Kadish Tolesa, go over to the circular device to your right. Looking
through it, you should be able to maneuver the different pieces so that it
matches the design at the top of the three. Once they look the same, leave the
view and head down the stairs. Take a right to go around the ruins. Once you
get to a pit, turn around to find the first Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 1-----

Jump yourself across the pit and head back to where you linked into the age.
Take the other path and watch out for water in your path. It won't hurt you,
but it makes some loud noise that usually scares people their first time
playing. When the path splits, turn left. At the top of the steps, go right to
find a Journey Cloth

-----ACTIVATED JOURNEY CLOTH 2-----

Go back around to find a dead-end link to a balcony in D'ni. Take it if you
want, you just bookmarked the age where you were. Go up to the second device,
and make it look like the middle design you copied down. After you get it
right, head down the stairs to the third device. You should know what to do
with this one. If the design lines up correctly, you should see the wall behind
the other end move, showing the next path to take. After you go through the
chamber, you'll see a blue button to your left. Push it to reveal the third
Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 3-----

Go into the next area to find the second puzzle of the age. At the bottom of
the spiral, you'll find five blue buttons that light up various sections of the
floor in the middle. If you remember correctly, the buttons you should hit will
be the second, third and fifth buttons on your way coming down. The white
figure from the gallery should be visible on the floor. Now logically, a person
would think to walk through the light to the door on the other side, right?
Wrong. Remember where the red rectangle was positioned? walk yourself over to
where it would be WITHOUT TOUCHING ANY LIGHT. When you get there, walk through
the shadows into the middle of the floor. If you did it right, stairs will
appear. Otherwise, head back to the stairs and try again.

You can push the blue button here if you want, it simply resets the puzzle
above. Keep walking down this path to find one of the best views in the entire
game. After you're done taking in the scenery, take a right turn, and go up to
the large building. Walk yourself around the building to the right side. In the
recess in the wall, you'll find a Journey Cloth

-----ACTIVATED JOURNEY CLOTH 4-----

Now head back out to where the great scenery was. Going down the stairs, turn
left and walk along the wall. You should be able to see a Relto Page across a
gap. Go over to where the gap is the smallest and jump across. Get the page.

-----FOUND RELTO PAGE 4-----
(Makes the trees grow a little)

Now head back and go into the big building to find puzzle number three. Go in
the middle section to find a blue button. Hit the button to turn on the lights,
and head down to the floor. There should be several recognizable designs on the
floor, but no apparent pattern. You should also notice ten doors around the
edges. None of them open, they're just for decoration. After spending some time
down on the floor, go back up and turn the lights back off. If you waited long
enough, the floor will glow and new symbols will appear. If not, turn the
lights back on and wait some more. Go down so you're on the right side of the
floor, with the light switch to your left. You should now see the tree symbol
on the floor in front of you. Different variations of that symbol make a path
from there to the other side of the floor, with a few bends and turns. If you
follow that path correctly, stepping only on tree symbols, the final one will
become an elevator down.

At the bottom is another reset button, you can push it if you find the elevator
noise annoying. Also down here is another Journey Cloth

-----ACTIVATED JOURNEY CLOTH 5-----

The next room contains puzzle four. You'll find four levers and a reset button.
The first task you have is to reach the room at the very top of the room. I
numbered the levers from 1 to 4, starting at the left. The rightmost lever
(lever 4) controls the far pillar. Pull that lever four times to raise it all
the way up. Pull lever 3 three times so you can reach the ladder on pillar 4.
Pull lever 2 once to reach the ladder on pillar 3. You don't need to pull lever
1 yet, so don't. Climb your way up to Journey Cloth #6

-----ACTIVATED JOURNEY CLOTH 6-----

Take the stairs down and flip the lever to find yourself back at the levers.
Hit the reset button to lower all the pillars. Now comes the part where you
need to remember the rotating solution in the gallery. Did you get the numbers
right? The four lines correspond to these four levers. Here's the solution in
case you didn't figure it out: Pull lever 1 once, lever 2 four times, lever 3
once, and lever 4 twice. If you get it right, you'll be treated to a nice scene
of the ceiling lowering down to the second pillar. Climb your way up to find
King Kadish's vault.

Unfourtunately, the vault is still locked, so you need to open it. As you make
your way up to the vault, be careful not to fall off the edge. You will find a
little control panel with many symbols and six buttons on it. This puzzle is a
"what's missing?" puzzle. Each symbol means a number, did you write them down?
Translate each symbol and find which numbers are missing out of each set. For
example, the first set is missing the numbers 1 and 5. Since, 1 is provided on
the first button, remove the number 1 from each set of missing numbers. Now the
first set is only missing a 5, so hit the fifth button. Now all that's left is
to hit the rest of the buttons from left to right. So to give the solution
away, hit the buttons in this order: 1, 5, 2, 3, 4, 6.

Once in the vault, you'll find King Kadish inside with a linking book to the
Kadish Gallery, along with more money than you can imagine. On the back wall is
a Journey Cloth, you're going to need to jump up the crates to get it.

-----ACTIVATED JOURNEY CLOTH 7-----

Now all you need to do is find the Journey Door. Exit the vault and head back
down the stairway. You should see the Journey Door from there on the way down.
When you get to where it would be, run off the cliff up against the wall and
you should land perfectly in front of the door. If not, you bookmarked inside
the vault. You know the drill from here on out. Open the door, run in, listen
to Yeesha, transport the totem, fall into the stars, arrive in Relto.


-----------------
***** Relto *****
-----------------

Now that you've completed three of the four ages, you should be familiar with
how the game works. I saved this age for last because it's the most irritating,
and it takes real Uru skill to pull it off. In case you don't know which pillar
the book is in, it's the one without a Bahro totem on it.


--------------------------
***** Eder Gira/Kemo *****
--------------------------

As you arrive, you'll find two steam geysers in the vicinity. Located high
above one is a Journey Cloth. Remember which geyser it's above, and close off
the other one. You do this by using the foot switch next to the cover. Once
you've done that, head up along the path around the outside of the area. At the
point where the wall comes up on your left side, walk right up to the edge. Put
the view into first person and look down. You should see a small overhang
beneath where you are. Slowly walk off the edge to land on it, and hit the
Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 1-----

Now your goal is to jump over to the geyser behind and below where the cloth
is. If it takes you a few tries, don't worry about it, just keep trying. Once
you close off that geyser, there are three left. There is one halfway up the
path from the start of the age on top of a cliff. Shut that one off, then
continue along the path, over the bridge, and down to a dead end where you'll
find the last two geysers. Once you shut those both off, the covers should be
moving, as there is quite a bit of pressure built up beneath them. Head back to
the beginning of the age to the geyser with the Journey Cloth above it. Stand
yourself in the steam and be shot upwards to the cloth.

-----ACTIVATED JOURNEY CLOTH 2-----

Now close off the geyser you just used. This makes too much pressure to handle
and all the covers on all the geysers blow off. Now what you need to do is
close them all off again, except for the one that's farthest away. Start with
the two in the starting area, walk up the path, shut off the one on the way,
shut off the one on the island in the lava flow, and then shut off the one
farthest away from the rock wall. If you got them right, the final one will
blow you up and over the rock wall, giving you access to the second area of
this age with the waterfalls.

As you make your way along the path, you'll see a few waterfalls to your left
along with a lake and a stream leading off into a big pit. You should also
notice a linking book in an alcove and a dead-end D'ni link sitting on a rock
near the falls. Don't link to either yet, but remember where they are.

What you want to do at this point is go behind the waterfalls. Behind a rock
wall in that cave is an object you can push around. It looks like two stools
tied together. You'll know it when you find it. What you want to do with this
is push it into the water. Walk it towards the stream leading down into the
pit. Now, at the point where the stream is at it's skinniest, you want to lodge
the object so that you will be able to walk across the top without falling in
the water. You're just making a bridge, essentially. Try walking (NOT RUNNING)
across the top once or twice. If it pops free, readjust it. Once you feel sure
that you will be able to walk (NOT RUN) across it safely, use the linking book
provided to go to Eder Kemo, the garden age where it rains very frequently.

Take yourself along the nice path into the first section of the age, which I'll
call the fountain area. There are two Journey Cloths in the fountain area. The
first is quite easy to find, it's stuck to the side of the large rock outcrop
in the middle of the trees, directly to the left of the main path as you enter.

-----ACTIVATED JOURNEY CLOTH 3-----

The other cloth is a little harder to find. First, find the gazebo in this
area. If you are facing the gazebo from the main path, walk behind it and turn
right. The cloth can be found a short distance away through the bamboo trees.

-----ACTIVATED JOURNEY CLOTH 4-----

Two more cloths can be found in this age, but they are in the other sections,
which I'll call the tree section and the puffer section. As you make your way
down the path, you'll see the Journey Door to your right. Remember where it is.
Continue through the tunnel to find yourself in the tree section. If it's not
currently raining, you should see a cloud of fireflies swarming around
somewhere to the left. Remeber where they are for later. As you make your way
to the three-way split in the path, take the rightmost path to head over to a
levitating stone object. Facing the stone, turn around and make your way over
to an alcove with a bench. Instead of going in to it, though, walk yourself up
the wall to the left. There is a Journey Cloth attached to the light fixture.

-----ACTIVATED JOURNEY CLOTH 5-----

Now you'll want to head to the puffer section. You will know what that is when
you get there. Simply follow the path and stairs down. Find the gazebo in this
area, face it, walk behind it on the left side and turn around to find a
Journey Cloth

-----ACTIVATED JOURNEY CLOTH 6-----

Also in this area is a Relto Page which can be quite tricky to get to. It's on
the opposite side of the path as where the Journey Cloth is, but it's situated
up on a small ledge. Walk down the path and find the largest rock on the left
side. What you want to do here is walk/jump up the side of the rock, using the
puffer to stop yourself from falling off once you get on top of it. It will
take quite a few tries, but it's possible. Once you make it up on top of the
rock, turn right and face the ledge. You should be able to see the page from
there. Simply take a leap to the ledge and grab the page.

-----FOUND RELTO PAGE 5-----
(Puts decorations on the hut and a rug inside)

Now your objective is to find some friends. Remember the fireflies? Walk, NOT
RUN, through the cloud of them a few times until you've got a nice swarm going.
Now from here on out, you're going to be walking only, no running or jumping,
they scare the fireflies away. Also they are allergic to water. If it begins
raining, the fireflies are history. That is, unless, you're in one of the
tunnels. Anywhere outside of them and the fireflies will get wet and fly away.
Take the fireflies down the puffer section, through that tunnel, over the
stones and into the room. Use the linking book here to take yourself and your
friends back to Eder Gira.

As you arrive, take a few steps to one side or another. If you go forward right
away, the steam from the vent will scare the fireflies away. Now walk across
your little bridge. If you fall in the water, you're going to have to start
over, so be careful. Once on the other side, go over to the right wall and walk
over to the cave behind the waterfall. You're going to have to make a jump into
the cave, but it has to be a standing jump, no running start. This will jostle
the fireflies a bit, but they'll stick around for now. Once you're in the cave,
walk right and you should see a device you can activate. This is a steam
powered lantern, so turn it on to see better. There is another one at the other
end of the cave. Next to the second light is an extention of the cave, so take
it. Your little friends will make it so you can see where you're going. You'll
find yourself in a small cave with another light, so turn it on. Find the door
in this area and open it. Walk up and out through the waterfall. This will
scare away the fireflies, but that's fine for now.

Exit through the waterfall and go around to the other waterfall and enter the
cave behind it. In here you'll find two more of those objects you can push
around. Push both of these over the edge and down to the water below. You
objective now is to make another makeshift bridge so you don't need to jump to
get into the cave behind the waterfall. That's right, you have to go get more
fireflies and bring them back and take them farther into the caves. You
couldn't have used the first set since you can only make one jump with them and
not scare them away, and you need to make another jump. So line up the objects
so you can go from the linking book to the cave without making a single jump.
Readjust the first object if it's moved free.

Once you feel you'll be able to make it, go back into Eder Kemo, get more
fireflies, come back, walk over the first one, walk over the second two to get
into the cave, walk up to the section with the third light, and turn around
once you get to it. There is another tunnel you can walk through, so take it
and go up. You'll find yourself on a very narrow ledge above the lake. Use your
one jump to cross the small waterfall in your way, and walk around and into the
cave here. Find the light inside, turn it on, and hit the final Journey Cloth.

-----ACTIVATED JOURNEY CLOTH 7-----

That's it! That's the last one in the game! Head back to Eder Kemo and enter
the Journey Door. You know the drill. However, pay special attention to what
Yeesha has to say this time around. Now you have another quest: to return what
was taken. So now you have to go back into all the ages, go back through the
Journey Doors, and use the Journey Symbol in the Bahro cave to return the
totems to where they were at first. Don't ask me why, it's Yeesha's quest.


------------------
***** Ending *****
------------------

You can go back into the ages in any order you like, but there is one thing you
need to do. Any time you return a Bahro totem, write down the name of the age
with the symbol on the floor, and the relation it has to the other ages.
Basically, you need to make a map of the Bahro cave, showing where you land
from whichever age you link in from, using the symbols on the ground. Does that
make any sense? You'll understand at the very end why you're doing this.

To help you out, or in case you are totally lost, here is a basic description
of the symbols. Do you remember the puzzle that you needed to solve to view
Yeesha's first recording in the projector room in the cleft? It's very similar
to that. You will need to have four symbols, one at each of four points on a
circle, the same shape as at the beginning. Starting at the top and going
clockwise, the ages are Teledahn, Eder Gira/Kemo, Gahreesen, and then Kadish
Tolesa is on the left side. The symbols for each are, in the same order, the
square spiral with the lines through it for Teledahn, the snake-looking line
inside the box for Eder Gira/Kemo, the circle with three lines behind it for
Gahreesen, and the circle with the sideways parenthesis through it for Kadish
Tolesa.

Once you've returned all the totems and copied down the symbols and their place
in the cave, Relto will have a nice fissure in it, quite similar to the one in
Riven. You'll also land next to the telescope from Riven. At this point, head
down into the cleft, to the projector room. Here, input the symbols just as you
wrote them down with Teledahn at the top. Once the combination is correct, hit
the button and listen to Yeesha's final speech. When she provides a linking
book for you, use it to give yourself a link to the cleft. This will also
trigger the rain to start falling on the desert. Once Yeesha is done talking
about the rain, push the blinking green button to gain a Relto Page.

-----FOUND RELTO PAGE 6-----
(Makes it rain on the island)

Congratulations, you've finished Uru: Ages Beyond Myst (the single player
game)! Now if you go to your wardrobe on Relto, you'll find a new shirt for you
to wear, showing to everyone that you've completed the game. Of course, you
won't be showing it to anyone unless you play Uru: Live. But now that you know
the ages like the back of your hand, you'll be able to help out anyone who
needs it.


-----------------------------------
***** Linking Stone locations *****
-----------------------------------

I'll list the linking stones in the order that you will find them as you go
through this walkthrough. Most of the links are dead-ends, they don't lead
anywhere consequential for the single player game. In the online game though,
you'll need them to find Great Zero markers. Don't worry about that for now
though. That's for another walkthrough :)

There are two links in Gahreesen:

1. In the first room you enter with the lockers. As you enter, it is to your
right on the wall behind you, all the way at the end. This link takes you to a
balcony high above the neighborhood from Uru: Live.

2. In the larger of the two buildings, in the conference room without a Journey
Cloth. This link takes you to a balcony in D'ni.

There are two links in Teledahn:

1. In Douglas Sharper's office, there is a linking book in the safe under his
aquarium that leads to his office in D'ni. The D'ni office has a linking stone
to a mushroom stump back in Teledahn, as well as a link back to his office in
Teledahn. This could possibly count as three links, as they provide you with
three more linking points for your books, but only one is a linking stone, the
others are books.

2. Under the stairs leading to the Journey Door. This link puts you in one of
the prison cells in Gahreesen. This is the only important linking stone in the
game.

There is one link in Kadish Tolesa:

Behind the second of the three circular devices making up the first puzzle of
the age. This link takes you to another balcony in D'ni. Nothing but a good
view.

There is one stone in Eder Gera:

Near the waterfall, perched nicely on a rock. This takes you to a rooftop in
D'ni where the DRC has taken up residence. All that's here in the single player
game are notebooks that let you read about D'ni kings and culture.


--------------------------------
***** Relto Page locations *****
--------------------------------

There are six Relto Pages in the game, I'll list them in order of when they can
be found during this walkthrough. You can activate and deactivate any of the
pages at any time to customize Relto. If you make changes while in your age,
you must link back into it to make them take effect.

1. In Gahreesen, at the bottom of the large crevice in the room after you get
the KI. This page puts rocks and logs on Relto.

2. In Teledahn, next to the crate in Douglas Sharper's office. This page
changes the style of the roof on your hut.

3. In Gahreesen in the prison cell. This page transforms the mountain on Relto
into a waterfall.

4. In Kadish Tolesa, on the ledge in the area with the spectacular view. This
page makes your trees grow a little.

5. In Eder Kimo, on the ledge in the puffer section. This page puts designs on
your hut and a rug inside.

6. In the projector room in the cleft at the end of the game. This page makes
it rain on Relto.


-------------------
***** Credits *****
-------------------

This entire walkthrough was produced by Joel Webster, and is only to be posted
the following sites:
www.guildofgreeters.com
www.gamefaqs.com
www.gamewinners.com


All suggestions, improvements, corrections, questions, etc. should be sent to
my email address:
jiminy_jillikers161 at hotmail.com
Please be sure to have the title of this walkthrough in the subject of your
email or I'll ignore it.


Any reproduction of any part of this walkthrough, except for personal use, is
strictly forbidden by U.S. copyright law.
Uru: Ages Beyond Myst is a registered trademark of Cyan Worlds

I'd like to thank the following:

Cyan Worlds for creating such an incredible game.
Ubisoft for developing and producing the game.
My dad, for buying me all four games in the Myst series.


That's it, game over, you win.
Ok, go home now, I've got nothing more to say.

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