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Uru Ages Beyond Myst Tips & Tricks

Tags: Uru Ages Beyond Myst Game Guides, Uru Ages Beyond Myst Hints, Uru Ages Beyond Myst Walkthrough

Uru - Ages Beyond Myst

.:. Uru: Ages Beyond Myst .:.
- Walkthrough by Coelho Buda (aka Orlando Soares,
- Version 1.5

--- A. Table of Contents ---
 A. Table of Contents
 B. Version history
 C. FAQs
 D. Walkthrough
    1. The Desert Cleft
    2. Relto Age
    3. Teledahn Age
    4. Gahreesen Age
    5. Kadish Tolesa Age
    6. Eder Gira / Eder Kemo Age
    7. Bahro Caves
    8. Return to the Desert Cleft
    9. Final considerations
 E. Short Guide to Journey Cloths
 F. Short Guide to Relto Pages
 G. Contributors
 H. Live features
    1. Bahro Stones
    2. Relto Pages
    3. Great Zero Marker locations
    4. Other Goodies
 I. Legal Stuff

--- B. Version history ---

Version 1.5 - (25.01.04) Added Live Features Section which includes new Bahro
              Stones, new Relto Pages, Great Zero Marker locations and some
              extra Goodies

Version 1.4 - (01.01.2004) Updated and added an explanation for the third puzzle
              in Kadish Tolesa. Added information to FAQ section. Updated
              contributors list.
              (23.12.2003) Updated Kadish Tolesa and Eder Gira Ages. Corrected
              some errors. Added how to reach the Neighborhood in the offline
              version to the Final Considerations section. Updated contributors
              list and site list.
              (16.12.2003) Updated Return to Desert Cleft with the correct way
              of solving the final projector sequence. Updated contributors list
              and site list.

Version 1.3 - (05.12.03) Added another suggestion for solving the final puzzle
              in Return to Desert Cleft. Updated Contributors list.
              (03.12.03) Added small corrections to Teledahn (wooden plank and
              metal walkway), added suggestion to hexagonal tile puzzle in
              Kadish Tolesa, added suggestion to final projection puzzle in
              Return to Desert Cleft. Updated contributors list. Switched
              names of Eder Kemo and Eder Gira Ages.
              (01.12.03) Added a FAQ to the FAQs section, added an alternative
              to solving the pressure plate puzzle in Teledahn and added
              contributor to Contributor list.

Version 1.2 - (26.11.03) Two submissions to help improve the walkthrough in
              Teledahn and Kadish Tolesa. One submission on Return to the
              Desert Cleft. Updated contributors list. Updated list of sites
              with permission to post this guide.
              (25.11.03) Minor update to list of sites with permission to post
              this guide.
              (21.11.03) Minor update: Explanation for the tile puzzle and the
              pillar puzzle in Kadish Tolesa. Updated contributors list.

Version 1.1 - Updated contributors list. Updated FAQ. Added a legend to
              Kadish Tolesa Tile puzzle. Updated Final Considerations with
              information on seeing Shroomie and new T-Shirt. Updated list of
              sites with permission to post this FAQ.

Version 1.0 - Updated contributors list. Updated info on Relto pages.
              Finished walkthrough for the remaining areas. Finished both
              Short Guides. Corrected a few more mistakes. Added a FAQ

Version 0.6 - Updated bookshelf on Relto Age. Corrected a few grammatical
              errors and a few FAQ errors. Added Kadish Tolesa Age. Added
              start of Eder Kemo Age. Added Journey Cloth Short Guide and
              Relto Pages Short Guide for Kadish Tolesa. Updated list of sites
              with permission to post this FAQ.

Version 0.4 - Added Gahreesen Age. Added Journey Cloth Short Guide for Desert
              Cleft, Teledahn and Gahreesen Ages. Added Relto Pages Short
              Guide for Desert Cleft, Teledahn and Gahreesen Ages. Updated FAQ
              with ToC and with some alterations. Corrected a few grammatical
              errors. Added list of sites with permission to post this FAQ and
              contributors list.

Version 0.3 - First Version. Walkthrough for Desert Cleft, Relto Age and
              Teledahn Age.

--- C. FAQ ---

Q: How do I save the game?
A: Unfortunately, there is no way for an user to save the game when he wants
   to. :p The game automatically saves any change you make to the Ages, and
   the Journey Cloths save your position within an Age, enabling you to return
   to it by linking from Relto. By default the game always loads to Relto Age.

Q: Uru seems to cause my machine to crash once in a great while, so the
   inability to save is a REAL pain.  Worse, when Uru crashes my machine, it
   loses track of my game, and I'm forced to start way back at the beginning
   of the game, recreating my avatar and everything else. What can I do?
A: In the Uru install directory there's a subdirectory called 'sav'.  Whenever
   you quit, make a copy of everything in that directory in another
   location.  If you crash, delete whatever is in that directory and then
   copy in the stuff you last saved before restarting Uru.  This causes it to
   restart with everything as it was when you last started the game.  Still
   not great, but FAR better than starting the whole thing over again. (thanks
   to Andrew Lowry for this suggestion).

Q: Where is ?
A: See my short guide for Journey Cloths at the end of the walkthrough. That
   way you will not read any major spoiler.

Q: Where is ? / What does  do?
A: See my short guide for Relto pages at the end of the walkthrough. That
   way you will not read any major spoiler.

Q: Can I change my Avatar's name/sex after I have started a game?
A: No. You are bound to the Avatar you created. If you want a different one,
   you will have to start a new game.

Q: Why is it my KI device does not work?
A: It will only be fully functional on the Online version of the game. In the
   single player version it controls the blue doors in Gahreesen Age.

Q: I want to return to the beginning of an Age but I can only see the Journey
   Cloth marker in the book. What can I do?
A: Look to the bottom left or bottom right corner of the Age's book. There is a
   bent corner that you can press to turn the pages. This allows to select
   whether to return to the last touched Journey Cloth, the beginning of the
   Ages or other places within the Ages.

Q: Due to a bug a puzzle does not work/I want to reset the Age. How do I do it?
A: Link to Relto and go to the bookshelf. Below each book there is a button (it
   has a square with a dot in the middle). Press it. You will be asked if you
   want do delete the Age. Answer yes. The book disappears and you will have to
   go retrieve outside at the corresponding pillar. Resetting an Age resets all
   puzzles within the Age but keeps the Journey Cloth progress.

I will post more if I come across any more frequent questions.

--- D. Walkthrough ---
Hello. This is my very first walkthrough. I have been to several Uru forums
and I am still playing the game. Throughout the game I have been stuck in many
of the places where people complain they are also stuck, and so I decided
doing this as I way to help out everyone.
That being said, any contributions will be gladly accepted. ^_^

Questions, contributions, corrections and general praise ^_^ can be sent to my

Warning: This walkthrough contains major spoilers. It could seriously affect
your enjoyment of the game. I do not give out hints or nudges. I simply state
how a given puzzle should be solved. That said, read on at your own risk.

So without further ado, on to the game itself.

1. The Desert Cleft

After you configure your avatar, you will appear in a desert setting with a
volcano in the distance. Behind you and to your left side there is a metal
plate leaning against a barbed wire fence. Go around the plate, and behind it
you will find your first Journey Cloth. Touch it and then return to your
starting position.

Walk/run towards the trailer. Listen to what Zandi has to say, and when he is
finished, circle towards the back of the trailer. Here is the second Journey
Cloth, so activate it by touching it.

Now you could go down the cleft, which is to your right, but before you do,
let us activate the last of the surface Journey Cloths before going down. Walk
towards the volcano and circle it to the left or to the right. Behind it you
will find the remains of what appears to be the telescope from Riven and a
giant ribcage skeleton from a Whark (one of those whale type sea creatures
from Riven). Walk between the ribs of the skeleton and proceed towards the
head. The third Journey Cloth is on the left mandible, to your right, when
facing the desert or to your left when facing the volcano. Press your hand to
the cloth and then return to the Cleft.

Locate the wooden ladder that leads into the Cleft and climb down. You will be
on a ledge facing two wooden bridges, overlooking a gully. Walk towards the
one on the right, and cross it. It will break, making you fall to the bottom
of the gully. Turn to the right and walk until you locate what is left of
another broken wood bridge. Walk towards it and climb it. You will be on a
ledge with two openings. The one in front of you contains the fourth Journey
Cloth, so enter it and touch the Cloth. The second opening has a letter from
Atrus to Yeesha. You can read it if you want to. When you are finished, walk
outside past the first opening and drop down to a lower ledge.

Cross the bridge made from three wooden planks to the other side. Turn to the
left and again drop down to a lower ledge. Climb up using what is left of
another wooden bridge, and you should arrive at Yeesha's home. Enter the room.
Examine the drawings on the wall to your right, behind a wood plank. Copy
those four symbols as you will need them to operate the machine opposite the
door. But first, you will need to turn on the power.

Inside this room, turn to the left and climb down the stairs. When you arrive
at the first floor, you will see a shaft with a lever and a wheel. Pull the
lever to release the locking mechanism. Nothing will happen for now. Return to
the first floor, and exit it. Fall down to the gully and walk to the end of it,
right to the tree with the hand print on it. This is where you will be exiting
this age, by the way. Now, climb to your right, up a small stairway and you
should be by the outside of the room with the shaft, wheel and lever mechanism.
Cross the gully using the second wooden bridge, the one which is right in
front of the door, being careful not to fall through the gap on the bridge.
Once you are on the other side, climb out of the cleft and circle it.

Go towards the wind fan generator and grab the wooden pole that sticks out
from it. Your avatar will push it and start the generator. Return to the Cleft,
climb down, and cross to Yeesha's home by going the same way as you did before.
When you enter the room, the power will be on.

Touch the blue button by the door to close it. Go to the machine on the other
side of the room, the one with the blue button, not the one with the green
button. If you have not touched the machine until now, you will only need to
adjust one of the buttons, the one on the right, until it looks like an eye
with vertical lines. If not, press the four buttons until they match the ones
on the wall. Press the blue button. Yeesha's message should play. She will
also activate a Journey Cloth, the fifth. After the message has finished
playing, touch the Cloth.

While inside the house, go down to the first floor and open the door by
pressing the blue button. Go outside, fall to the gully and again cross to the
other side as if going to Yeesha's. On the door you closed will be the sixth
Journey Cloth, so touch it. Only one to go.

Fall down to the bottom of the gully, turn to the right and go to the tree.
Turn to the right, climb up, climb the small stairs and cross the first bridge,
being careful not to fall through the gap at the end. Once across, there is a
bucket on a winch and a wooden pedal on the floor. The bucket has the seventh
and last Journey Cloth on it. Press the pedal and it should lower the bucket.
Once again, fall down to the gully. Walk to the bucket and touch the Cloth.
Now you can go to the tree and open the Journey Door. Do so by touching the
hand imprint on the tree.

Enter the tree hole and climb down the wooden ladder. Follow the path to the
end. In this room there will be a pedestal with a book on it. This is your
Relto book and it allows you to link to your personal age, or Relto Age, the
island in the clouds. Say goodbye to the Cleft and touch picture in the book.

2. Relto Age

Welcome to the island in the clouds. This Age is a refuge, and the starting
point for the rest of the game. When anything bad happens to you, you will
automatically link to this age. It will also store the several books you will
find throughout the other ages.

The island is not very big. It has a house, four wooden cylinders and sparse
vegetation. You will be able to somewhat customize by finding Relto pages in
the different ages.

Start by going to the house, and opening the door. Inside, you should see a
small lever to your left. Operate it to open the windows and let some light in.
In front of you there is a closet that leads to the customization menu, where
you can alter your appearance. To the left of this closet there is a book case
with a book describing the four ages: Teledahn (the one with the mushrooms),
Gahreesen (the fortresses one), Kadish Tolesa (the one with the "clock"
mechanisms) and Eder Gira / Eder Kemo (Volcano and Garden ages). To the right
of the closet there is another bookcase that will store the different books
that you will find throughout the ages. Once you are done checking the house,
go outside.

Walk towards the cylinders. Touch the handprint on each one once to open them.
Inside each, you will find a linking book. What I did was link to all of them,
one at a time, and upon arriving at an Age I linked back to Relto. That way
all the books will be stored in the bookcase, and you can then select the one
you want to start from. With your back to the house this is their order:

           1      3
           2      4

1 - Eder Gira / Eder Kemo (Green handprint)
2 - Teledahn              (Orange handprint)
3 - Gahreesen             (Cyan handprint)
4 - Kadish Tolesa         (Purple handprint)

I will continue this walkthrough assuming all the books are on the bookcase.
Their order will be like this (these are the books I have at this point, but
there may be more):

Slot #           Book Age
 1                Desert Cleft (only appears in the end)
 2                Gahreesen and Gahreesen Prison
 3                Teledahn and Tree Stump
 4                Kadish Tolesa
 5                Eder Gira
 6                Eder Kemo
 7                Douglas Sharper's room; City Balcony view from Gahreesen;
                  Kadish Gallery; DRC Area
 8                Unknown*; City Balcony view from Kadish Tolesa

* See Final Considerations below.

Let us start with Teledahn. Press the book on the third slot and link to the

3. Teledahn Age

You will arrive on this age inside a hut. On the floor there is a manhole, but
as there is no power yet, you can not lift it. Go outside, and circle around
the hut. There you will find this Age's first Journey Cloth. Touch it. Go back
to the front of the hut and walk to the intersection. There's an elevator
shaft here and the calling button but it will not work because there's no
power. Walk outside, and keep walking until you see a fork. Take the left side
and go up the ramp.

You should be on a platform with another ramp leading to a dead end as the
ramp is broken and works as a one way return from the final area of this Age.
There is also a sort of balloon, three levers and a button with the D'ni
number three on it. This is a solar powered generator and you will need to
activate it to power up the machines for this Age. To do so, you first need to
press the button three times. This will make the balloon go up. Walk around
the platform to the other side and there should be a periscope. Activate the
periscope. You now have to track the Sun to provide the power. Do so by making
the periscope rotate to the left at the same speed as the sun and with the sun
in the middle of the aiming ring. You can then step away. Of the three levers
only two work, so operate those two. The Age should now be powered.

Go down the ramp to the fork and again take the left side. Walk until you get
to a lever. To the left of the lever is a small stairway leading to a pathway
with a dark patch in front of a big bucket. This is a sort of tram. To
activate it you need to operate the lever which is on a timer. After you
operate it you have about five seconds to get to the bucket and climb inside,
by clicking on it. Once you do you will be taken to the control room and be
unceremoniously dumped on a fan.

Note: If you miss the bucket, you will have to reset the mechanism. To do it,
you will have to go to the lever and look at the moving buckets. When one of
them going up crosses one of the ones coming down, operate the lever. With
luck, this will make the bucket that is coming down stop in front of the dark
area I referred before. Then you will have to operate the lever again, run to
the bucket and climb aboard.

The control room has an elevator to your left, a control console to the left
and slightly in front of you, two openings with telescopes to the right and
the second Journey Cloth on the wall between these openings. Touch it to save
your progress. If you want to, you can use the telescopes to enjoy the view of

Go to the elevator and you should see a pedal to the right of it. Press it to
release the brake. The elevator is now operational. Before you use it though,
go to the console. You will need to unlock the manhole inside the hut and
drain some water from a section of this Age.

The top area of the console shows what is powered, the lever to the left
controls the tram and the switch to the right of this lever determines whether
the tram will function as a "round trip" or "one way" ride. Leave these alone.
What you need to do is operate the middle lever, to drain the section I told
you about and to move the rightmost switch so that the manhole becomes

Now walk to the elevator and press the blue button. The blue button makes the
elevator go up and the yellow button makes it go down. This will take you to
the top floor. This room has another telescope, windows you can open by
operating a lever by one of them, books and papers you should read, a bed and
a fish tank. Copy the diagram with the numbered squares in D'ni from 1 to 7.
You will need it to solve the pressure plate puzzle. There is also the third
Journey Cloth which you should activate. Behind the crate, next to the bed is
the first of the Relto pages. Touch it to append it to your book. This page
allows you to customize the roof of the Hut in Relto. (Thanks to Mark for the

Note: As I said before, the Relto pages allow you to customize your personal
Age. After the page is in the book, when it is bright green the effect will be
applied to the Age. When it is dull green, the Age will not have that effect

Anyway, you should now go to the fish tank, and press the top button by the
red light for three seconds. A panel slides down and a linking book appears.
Touch the picture to link to a room with two divisions. The first division has
three paintings and the second division has a desk with some papers and a
diary. It is Douglas Sharper's diary. Read it if you want to learn a bit more
about Teledahn Age. It is quite a long read. This division also has an opening
that leads to yet another telescope. Next to the telescope, on its left, is a
linking stone to a Tree Stump, which is a dead end. Link to it, than link back
to Relto, and then back to Teledahn (thanks to Nolpscpj and Warren Odgers for
the info).

You are now back in the room above the control room. Take the elevator down to
the control room, and down again to the hut at the beginning of the Age. Enter
the hut. The manhole is now unlocked, which means you can pull the lid to open
it. Do so.

Climb down the metal rung ladder until you are at the bottom of the cistern.
Get of the ladder platform, circle to the right until you find another ladder
and climb down this one too. You will be at the bottom of a water pipe. Run up
the pipe and when you get to a level section there should be an opening to
your right. Go through it, and climb the stone steps. You are now in the
pressure plate room.

This room is a sort of a cell. When you enter turn to your right and activate
the fourth Journey Cloth. Now let us deal with the pressure plate puzzle.
There are seven pressure plates in the floor. If you read the diagram in the
office above the control room, you should know the number for each one. I will
try to reproduce the diagram below:

   |---|           |---|
   |   | 4         |   | 2
   |---|           |---|

    |---|         |---|
    |   | 7       |   | 6
    |---|         |---|

     |---|       |---|
     |   | 1     |   | 3
     |---|       |---|

           |   | 5

If you look through the bars of the cell door on the right, you will see a set
of square markers on the wall. Three will be down (light grey) and four will
be up (orange/dark yellow). Each of these markers corresponds to one of the
pressure plates. Assume they are numbered from left to right starting from 1
and going to 7. You need to put weights on the corresponding plates that are
up. So, following the diagram you will need to put weights on pressure plates
two, four, six and seven. This will open both cell doors. Go through one of
them and when you are on the other side, change the position of one of the
markers. This will make the cell doors close and the door out of this room
open. If by any chance you want to return to the prison, remember the marker
you changed so that you know which plate to put/remove weight on/from.

Note: as an alternative you can do the following, as suggested by Andrew
Lowry: leave pressure plate #2 clear, but put rocks on the other three.  Then
stand on #2, and the door will open.  You can then run through the door before
it closes.  This not only saves you the trouble of moving another stone, but
it also leaves the room set up for later visits.  To go through again you can
leave all the stones as they are, and just run from plate #2 through the
doorway again.

Walk through the now opened door. Proceed down the hallway. Exit to a wooden
walkway. Go down the stairs to your right to another wooden walkway. At the
end you will find a raised plank and a lever. Do a running jump and slam into
it. The plank will lower a bit. Operate the lever and it will lower completely
allowing you to cross to the other side (thanks to tcgrant for this
correction). Cross the plank and continue forward and up the stone stairs.

Note: if you operate the lever before slamming it, it will only lower halfway.
It is still usable, and this was how I was doing it before the correction sent
by tcgrant. If you then operate the lever again, the plank will lower
completely. Thanks to Dylan Eaton for pointing this out to me. It did not work
when I first played the game but it seems to be working now.

You will come to a docking area, with crates on both sides of a door, a raised
platform and the fifth Journey Cloth. Do not worry about it yet. You will
return here in a few moments. For now open the door and go in. This room has a
metal stairway, a few crates, some mushrooms, and a linking stone below the
stairs. Do not touch the picture on it. It links to the second part of the
Gahreesen Age, and you will return here to use it when the time comes. For now,
go up the metal stairs, open the door and go through. This hallway has four
exits corridors. The one you are in leads back to the dock. The one to your
right with the Journey Door, the one in front of you that leads outside to a
metal walkway with a lever and a metal wall that you can raise or lower, and
finally one directly in front of the Journey Door, which is the one you will
now take.

At the beginning of this corridor you will see the sixth Journey Cloth on the
left wall. Activate it. Now proceed down the corridor and exit to a walkway
above the sea. Continue forward until you arrive at a machine. This is a sort
of gun. You will use it to blow some rocks that are holding a ladder up by the
fifth Journey Cloth. The controls for the gun are similar to the ones for the
Solar Generator. The green knob controls the zoom, and the blue button fires.
The other buttons control the movement of the aiming ring. Aim and blow up two
rocks, the ones closest to the ladder on both sides. If you want, you can blow
up the other two. The ladder will fall down.

Before returning to the docking area, make a quick detour. Go the intersection
with the Journey Door and, when facing it, turn left. Go outside and walk on
the metal walkway until you are near the end, and overlooking a fallen
mushroom with another metal walkway that leads to the Solar Generator. Jump on
the walkway to make it lower to the mushroom. This way you now have a complete
path linking all of the Age. (thanks to Dylan Eaton for this information).

Return to the docking area. Climb to the raised platform by using the crates
on the left side of the door. Jump across the gap, and continue to the fifth
Journey Cloth. Activate it. Continue forward and climb the wooden ladder. Once
at the top, you will be in a room with a door that leads down to a secret door
on the room below. The seventh and final Journey Cloth is on a wall. Activate

Now, to leave this age climb down and activate the fifth Journey Cloth again,
so that when you link back here you will arrive at the docking area. This will
help solve the second part of the Gahreesen Age. Enter the room with the metal
stairway, climb up the stairs and go through the door. Proceed towards the
Journey door and activate it, by pressing the hand imprint. Walk through into
the darkness and you should arrive at the Bahro caves.

Listen to Yeesha and wait until the glowing man on the wall stops glowing.
Then activate the hand imprint on the wall so that the totem disappears. To
finish Teledahn, jump into the Void or link back to Relto. Next up, Gahreesen.

4. Gahreesen Age

While in Relto, go inside your hut and select the second book from your
bookcase. Click on the picture to link to Gahreesen Age. You will appear in
the middle of a hexagonal room. Walk through the only exit, cross and exit the
next room and then turn right in the hallway.

Go down this hallway, through the next door and continue until you see two
signaling cones. To your right is a door. Go through it. You should be in a
room with some closets on the walls. Some are opened and some are closed. With
your back to the door, turn right and go to the last closet. In here there is
linking stone. Touch it to link to your first view of the City. You will
appear in a balcony and will have to link back to Relto to continue. Do so.
You will also notice that there is a new book on the bookshelf. It corresponds
to the link you just found.

Link to Gahreesen again, and go to the room you just left. This time, with
your back to the door turn left, and exit through the door. This leads to a
room with a KI device dispenser. You must operate it, because you need the KI
device to operate the doors and elevators in this level once you have powered
up the Age. The other functions will only be active for those of you who have
access to the online portion of the game.

Exit this room through the door past the orange cones. This next room has a
crevice in the middle. Before going down there to retrieve your second Relto
page, jump across and climb the debris. Behind it, there is a recess and the
first Journey Cloth for this age is on its left wall. Activate it. Now climb
the debris again, and fall into the crevice. Touch the Relto page to add it to
your book. This page allows rocks and logs to appear in front of the hut.
Again, since this is a dead end, link back to Relto to continue.

Once you are in Relto, link to Gahreesen using the Journey Cloth marker. You
will appear in the crevice room. Climb the debris and exit this room through
the door on your right. Walk along the hallway and through the door. Continue
walking along until you see a crack in the wall. Step through it into the next
room. Climb the wall in front of you. Once at the top, you will see the second
Journey Cloth to your left. Activate it. Now climb down or jump across to the
other side of the room. If you do not make the jump do not worry. You can
climb up using the metal grate on the other side of the room.

Walk along the ledge and climb the fallen stone slab until you reach the
debris. Climb it (three jumps should be enough). Once you are up there, turn
left and walk between the cones. Cross the gap using the wooden plank. Now
exit through the hole in the wall and continue in front, going behind the
protection barrier. Walk to the end of this tunnel and you should see a fast
rotating wall. Keep walking into it. You will enter the hole in the wall and
it will carry you around. When you see a large room, exit as soon as you can.

This room has a huge cogwheel on the floor with two pedals. There are four
buttons with labels in the back wall, and a bit to the left of them, behind a
structure, there is a plate you can step on to power a generator. There are
also to doors. This puzzle will take a bit of effort to solve. I suggest you
lock on running mode, as it is easier if you do so. Familiarize yourself with
the layout of the room and when you are ready, activate the third Journey
Cloth on the left of the four buttons.

Go to the plate and step on it until the column is at the highest it will go.
Now run to the first button (leftmost, nearest to the Journey Cloth, labeled
with three sticks) and pull it. Run back to the plate and step on it until the
column is at the highest point. If you let it come down all the way to the
floor throughout the puzzle, you will have to start over. When ready, run to
one of the cog pedals and operate it. Run back to the plate and let it charge
to the top. Run to the other pedal and operate it. Run back to the plate and
let it charge to the top. Run to the second button from the left (labeled with
a cogwheel) and pull it. You can now let the column reach the floor as the
cogwheel will raise giving power to the doors and elevators. Pull the
remaining two buttons to give power to the elevators outside. The Age is now
powered up.

Exit this room via the door on the left. When you get close to it a blue light
will blink and it will open. Doors with blinking green lights do not open.
Proceed along the hallway. Pass the green blinking door on your right and go
through the door at the end. You are back in the hallway with the tunnel to
the rotating wall on your left and a hole to the room with the plank on your
right. Enter this hole and fall down near the wooden plank. You will be back
in the room with the crevice and the Relto page. Jump across the crevice, go
through the door and you should be on the KI dispenser room. This time use the
door in front of the dispenser to exit this room. In front of you is an
elevator. Press the button on the middle of the door and you will
automatically be taken up.

Once you are outside, take a moment to enjoy the view. You are on the top of
the rotating building. When you are ready, turn to your left (when your back
is to the elevator) and cross the walkway until the end. Wait for the stone
with the fourth Journey Cloth to come into view and jump to it. Activate the
cloth. With your back to the cloth, if you walk slightly to the left, you will
see a stone mesa a bit down. To the right of this mesa, and on a lower level,
is the Journey Door to leave this age. You will be returning here, so do not
forget this place.

Turn towards the other big rotating building and wait for one of the walkways
to line up with the mesa you are on. Jump to the walkway and run across it
until you get to the door. Enter the building.

This first room is empty. Climb the stairs and exit through the door at the
top. You are now in an intersection with a door in front of you, a door behind
you and two open corridors to both sides of you. Go inside the room in front
of you. This building was built for two teams of Maintainers (as you will find
out in a bit). Accordingly, it has two rooms of three different types: control,
locker and conference. Now, depending through which side you entered the
building, you should be in one of these rooms. What you need to find are both
conference rooms. They are on opposite sides of the building.

The conference room has a big round table and chairs in it. The locker room
has a suit as if it was in display. The control room has a chair at the end
and machines to both sides of it. One of the conference rooms has a handbook
about the KI device. The other one has a notebook about Gahreesen and the
fifth Journey Cloth. Find the one with the Journey Cloth and activate it.
After that you will need to make a small detour to Teledahn to continue our
journey. So, link back to Relto, and from there use the Journey marker to
return to the Docking Area in Teledahn. If you are following this guide, you
should appear near the fifth Journey Cloth, in the Docking Area.

Enter the Docking Area room, and find the linking stone I referred earlier. It
is below the metal stairway, behind some crates. Touch the picture to link to
the Prison Area in Gahreesen.

You will appear inside a prison cell. To your left is the sixth Journey Cloth.
Behind you, on the pillow in the cot is the third Relto page. This one adds a
waterfall and lake to the island in the clouds. You can see it behind and to
the right of the hut. After adding the page to your book, activate the Journey
Cloth and then climb down the manhole.

You are now in the cell corridors. Turn around and walk to the inner corridor.
You can now turn left or right and walk towards the green light. You need to
find a recess with a metal ladder leading up. When you do, climb it. At the
top of the ladder, walk around to your left and enter the door. Go to the
middle of this room and climb one of the metal ladders. At the top, you will
again be outside. This is the top of the big rotating building. The last
Journey Cloth, the seventh, is on the back of one of the outer stone pillars.
Find it and activate it. When you do, link back to Relto.

Link back to Gahreesen, by using the main link. You can turn pages in the
linking books, in case you had not found out by now. Anyway, once you are back
in Gahreesen, go to the KI dispenser room. Exit through the door in front of
it, and use the elevator to go to the top of the small rotating building. Once
there, you will need to jump to the middle mesa where the fourth Journey Cloth
is. Press the cloth to save your position in case you fall. Now, with your
back to the Journey Cloth, walk a bit to the left of the raised section in
front of you. You should see a lower stone mesa down there. Do a running jump
to it. With a bit of luck, you should land smack in the middle. Turn to your
right and you should see the Journey Door. Line up with it and do another
running jump.

Once you have landed, walk to the door and touch the hand imprint. Walk into
the darkness and you should automatically link to the Bahro Caves. Listen to
Yeesha's story and wait until the glowing man on the wall stops glowing. Press
the hand imprint on the wall to make the totem disappear. To finish Gahreesen,
jump into the Void or link back to Relto. Next up, Kadish Tolesa.

5. Kadish Tolesa Age

While in Relto, go inside your hut and click on the fourth book to open it and
link to Kadish Tolesa Age. This is one of the most difficult Ages to solve. It
is also one of the most beautiful ones, at least in my opinion. Fortunately,
there are a few clues to help you with the puzzles, in a place called Kadish
Gallery. But first things, first.

You arrive on this age on a room with fallen leaves, a huge tree trunk and two
exits. One on the left, through a high arch which is broken, and the other, on
the right, has an arch with a lamp and is also broken. Go through the left one
and walk along the path.

You will arrive at a circular room with a broken walkway all the way around it.
Go around this walkway to the other side of the room. On the back of the last
pillar is the first Journey Cloth. Activate it. Now retrace your steps to the
beginning of the walkway and climb the stairs to the dais. On your left will
be the controls for the clockwork machine and on the right, a linking book to
the Kadish Gallery. Link to it.

You are now in the Kadish Gallery. This room has clues for most of the puzzles
in this age, so I suggest you take a good look around. Also, if you can, do
print screens of the paintings (you can even use Paint for this) or copy them
to paper. It is also important to note all the figures in the rotating
pyramids on the back wall and the corresponding numbers. There is a painting
with rotating numbers, a painting with three blue buttons, a red square and a
path in white, and a painting with three circles each of which with areas
highlighted in white. When you are finished, return to the room with the dais
that you just left, via linking book in the middle of the Gallery.

Go to the machine controls and activate them. If you have the print screen of
the painting with the three circles this will be a lot easier to explain. If
not it will be a bit difficult. You need to get the wheels in the positions
shown on the painting. This one corresponds to the top circle. The three
buttons control each of the wheels. Do not press any button until you have
finished reading this paragraph. The left one controls the outer wheel, the
middle one controls the middle wheel, and the right one, the inner wheel. If
you have not pressed any button, to solve the puzzle press the left button
four times, the middle button one time and the right button five times.

Return to the starting room, and take the right path, through the lit broken
arch. Walk along the way, through the circular opening, and when you arrive at
an intersection, go left. Pass under the large clock like structure and you
should arrive at a room with another dais. Climb the stairs and go around to
the right. Activate the second Journey Cloth. It is on the dais wall.
Afterwards, go around to the left. Near the back wall there is a linking stone.
Touch it. This leads to your second view of the D'ni City. You will need to
link back to Relto, and back to Kadish Tolesa via Journey Marker to continue.

You will appear in the room with the linking stone to the City. This time
climb up the dais to another controlling machine. This one corresponds to the
middle circle in the painting. To align it press the right button three times.

Climb down the dais and return to the intersection. Go straight ahead into a
room with the final controlling machine. This one corresponds to the bottom
circle on the painting. To align it press the left button three times, the
middle button seven times and the right button three times. If all the
machines are aligned correctly, a door will open at the end of this room.

Note: here are the diagrams submitted by Piha to help you with this puzzle.

       /-----------\               /-----------\
     /       |       \           /       |       \
   /         |         \       / \   /-------\   / \
 /           |           \   /    \/           \/    \
|            |            | |       \            \    |
|            |            | |        O            |   |
|           /-\   |       | |           O     |   |   |
|   |---|   | |   |-      | |   |---|    \    |-  |   |
|   |   |   \-/   |       | |   |   |      \  |       |
|   |    \       /        | |   |    \      \/        |
|    \  /  \---/          | |    \  /  \---/  \       |
 \     \           /\    /   \     \           /\    /
   \     \-------/   \ /       \     \-------/   \ /
     \               /           \               /
       \-----------/               \-----------/

     /       |       \
   / \   /-------\   / \
 /    \/           \/    \
|          /---\     \    |
|        /     / \    |   |
|       |   O \   |   |   |
|       |---|\|   |---|   |
|       |   \-/\          |
|        \       \        |
|       /    O    \       |
 \    /      |      \    /
   \/        |       \ /
     \       |       /

Exit through the now open room. Exit the circular room and turn to your left.
Press the blue button. It will block you from returning to the section you
left, but will reveal the third Journey Cloth inside the circular room.
Activate it. If you need to return to the beginning of the Age, you will need
to realign the clockwork mechanisms.

Continue forward to a balcony overlooking a cylindrical room with a spiraling
downward slope. Proceed down. Near the bottom, there will be a balcony with
five buttons. Assuming the one nearest to where you step off of the spiraling
slope is number one, you need to press buttons number two, three and five.
This will light a pattern equal to the painting with the red square I
described above. Go down the small staircase at the end of this balcony and
walking on the outside of the room, being careful not to step on anything,
walk to the point corresponding to the red square on the painting. You now you
are there when you are facing the balcony. You need to walk the dark path in
front of you to the centre of the room, without touching any lighted parts.
When you do, the path will lower, revealing an exit. Take it. Climb up the
stairs and do not touch the blue button unless you want to solve this puzzle
again when you return to this age.

Continue forward along the winding corridor until you arrive at a large open
area, with a lake. Turn left and proceed towards a small staircase. Before you
climb it and pass through the door, take a look to your right. You should see
a Relto page in the distance. Go and get it by jumping across to the other
side. Touch the page to add it to your book. This one allows the pine trees to
grow on Relto. It has to be used with the rain making one to have any effect,
and even so you will need to wait a while. Mine have not started to grow yet.

Jump across the gap and climb the steps. Enter a room with a large pyramid. Go
around it to the right to find the fourth Journey Cloth hidden on a recess on
the pyramid wall. Activate it. Return to the front of the pyramid and go in.
There is a clue to this puzzle in the Kadish Gallery. It is the painting with a
circle and a cone shining down from above. There is also a tree above it all. It
also has two squares and a circle at the bottom. There have been some
explanations for this puzzle based on the painting, posted on the Uru Live forum.
(thanks to Dylan for reminding me of this painting, and to Sakshale and Derek
for sending me the explanations from the forum and Maztec for coming up with it).

Climb the staircase in front of you and operate the blue button on the balcony
overlooking the room. This will light up the floor. Now wait for one to two
minutes until the floor has charged. Press the blue button again and the floor
will turn to cyan. You will then have to walk a path to the other end of the
room. I will try to reproduce the floor and correct path as best as I can:

      |*|/-\| |
   /-\\-/| |\-//-\
   | |/-\\-//-\| |
/-\\-/|*|/-\| |\-//-\            Legend:
| |/-\\-/| |\-//-\| |            E   - End
\-/|*|/-\\-//-\| |\-/            S   - Start
/-\\-/| |/-\| |\-//-\            *   - Path to follow
| |/-\\-/|*|\-//-\| |            /-\
\-/|*|/-\\-//-\| |\-/            | | - hexagonal floor tile
/-\\-/|*|/-\|*|\-//-\            \-/
| |/-\\-/| |\-//-\| |
\-/| |/-\\-//-\| |\-/
/-\\-/| |/-\|*|\-//-\
| |/-\\-/| |\-//-\| |
\-/| |   \-/   |*|\-/
   \-/         \-/

Hope you can make something out of this. Return to the floor and, starting on
the right side of the room, look for a tile that has a picture of a tree. You
will need to cross the floor by stepping only on tree tiles (the tiles marked
above with the *). When you get to the last tile, it should lower taking you
with it to the next section and to the next puzzle.

Note - my explanation for this puzzle: the theme for this Age seems to be
"What's missing?" but the mood is definitely "Trees". Throughout the game the
symbol associated with Kadish is a tree, you start the age in a tree room with
fallen leaves, trees are what you see most in this Age and the several
representations for tree are present in the paintings of the Gallery and in the
spinning triangle for column one. When I saw the first tile with the tree symbol
and the other ones next to it forming a path, it was a matter of following it to
the end. I agree it was somewhat of a hunch and the solution for this puzzle is
extremely subjective, requiring a degree of lateral thinking that borders on
insanity. You could say I got lucky with this one. ^_^ It compensates for the
time I spent in the pillar room trying random combinations until I got it
right. :p

Now for the explanation, originally posted by Maztec, Uru moderator: "From left
to right you have a closed sphere above a square, a tree above an open lit
sphere above a square, and a closed sphere above a black circle. So, the object
is to start with a closed sphere, open it, walk in the light, find the tree, and
take the circular journey. Now, lets go to the puzzle.

Now, you first arrive at the puzzle with the top closed and nothing very
remarkable about what is in the room. So, your first step as suggested by the
hint is to open the top and let some light in. So you do that. Now, you could
dilly doodle around and do the wait thing, but why bother? Instead, note the
progression of a sphere from open to close. Walk down to the floor and look at
it. Do you see a familiar shape? Follow the path of the sphere from one end of
the room to the other and taking the SAME PATH follow it back again. Now, go up
and press the button again. Walla, the sphere rotates until its closed and
lights turn on. This shows another set of patterns on the floor. Now, remember
when the floor was lit on top of it was a tree. So look down at the floor. Found
the path of trees? Great, walk from one end of it to the other and just hang on.
Works every time.

I've done it both running and walking, doesn't seem to be time sensitive. Hope
that explains something. Oh, and how to know where the path starts? Well, the
first path is on the left because you read the diagram from left to right. The
last is on the right for when things are closed and the lights are on and that's
the symbol on the right."


Exit the elevator tile, do not press the blue button and proceed forward. To
your right will be the fifth Journey Cloth. Activate it. Continue on to the
next room.

This room has four pillars, four levers, a button to reset the pillars and
four counterweights. There are many possible configurations for the pillars,
but you only need to use two. One to get to the sixth Journey Cloth that is
near the ceiling of the room and the other to reach the middle of the room and
continue to the next puzzle. The counterweights limit the number of times you
can pull a lever to raise a pillar. Assume the levers are numbered from 1 to 4,
left to right. Each lever controls a pillar: number one controls the closest
to you, number four the farthest from you, with two and three controlling the
middle ones.

To set the pillars so you can go to sixth Journey Cloth do the following: pull
the fourth lever four times, the third lever three times and the second lever
one time. The counterweights should now be at the bottom. Climb the pillars,
go up the stairs at the top and continue to the sixth Journey Cloth. Activate
it. Turn left and descend using the stairwell. Operate the lever at the bottom
to open a secret door. Return to the levers and press the blue button to reset
the pillars.

To set the pillars and continue your journey, pull lever one once, lever two
four times, lever three once and lever four two times. Four weights will rise,
and some metal rings and a metal ladder will fall from the ceiling to the top
of the second pillar. Climb the second pillar. When you are at the top, climb
the metal ladder and exit to the next area.

Note - explanation for pillar puzzle (thanks to Chris Bailey and Uriel
Klieger). The rotating wheel they are referring to is the one found at the
Kadish Gallery.

Chris Bailey wrote:
"The colored rectangles in the middle represent the levers that you pull to
raise the platforms. They assume you are standing behind the switches, facing
the platforms. So the farthest from the reset button is red, then white, then
green, then blue.

The bronze-ish colored number panels are just there to confuse you, ignore
them. The way this clue works is similar to the vault combination puzzle. Each
color has three corresponding numbered panels. I noticed that each of the four
colored rectangles has one number that is not on a similarly colored panel.
When I figured what each missing number was for each color, I came up with the
sequence, from left to right, 1-4-1-2. Red was missing 1, White was missing 4,
Green was missing 1, and Blue was missing 2. As you know, this is the
combination necessary to advance in the level."

Uriel Klieger wrote:
"There are four colored rectangles in the center (Red, White, Green, Blue),
which correspond to the four handles in the column room, in order, if you're
at the controls.

Around the wheel, there are a number of pointless brown spots and
several colored ones corresponding to the four colors. Each has an unique
number from 1 to 4. Their order is irrelevant; but they are as follows:

Red:   234                                       Red: 1
White: 213           So what's missing?        White: 4
Green: 432                                     Green: 1
Blue:  143                                      Blue: 2"


Continue to the Vault area, and the last puzzle. Proceed along the path to an
area with a console and six buttons. One of them is labeled with the D'ni
number I. All you have to do is figure out the order for pressing the
remaining buttons. Remember the rotating triangles in the Kadish Gallery? Each
had three symbols on it, and the column had a D'ni number. Look at the panel.
Above each button there are four symbols. By making a correspondence between
panel symbols and column numbers, you have the following numbers represented
in each button:

                1         2        3        4        5        6
Represented: 3 4 6 2    4 5 6    6 2 5   2 6 1 3  1 4 3 5  4 3 5 2
Missing:       1 5      1 2 3    1 3 4     4 5      2 6      1 6

It is important to know the missing numbers, because they will let you know
the order in which the buttons should be pressed. By default, the first button
has to be pressed first. Remove number 1 from the other buttons missing list
and number 5 from the first button because you already know one is the correct

                1         2        3        4        5        6
Missing:        1        2 3      3 4      4 5      2 6       6

From this you know that the sixth button will have to be the sixth one to be
pressed. Remove number 6 from the missing list:

                1         2        3        4        5        6
Missing:        1        2 3      3 4      4 5       2        6

From this you know that the fifth button will have to be the second one to be
pressed. Remove number 2 from the missing list:

                1         2        3        4        5        6
Missing:        1         3       3 4      4 5       2        6

From this you know that the second button will have to be the third one to be
pressed. Remove number 3 from the missing list:

                1         2        3        4        5        6
Missing:        1         3        4       4 5       2        6

From this you know that the third button will have to be the fourth one to be
pressed. Remove number 4 from the missing list:

                1         2        3        4        5        6
Missing:        1         3        4        5        2        6

From this you know that the fourth button will have to be the fifth one to be
pressed. Now that you know the code, press the buttons in the correct order
and the vault door will open. Go up the path and enter the vault.

Besides the treasure, the vault contains the skeleton of long dead Guild
Master Kadish, a note written in D'ni with some annotations in red, a linking

book with a one way trip to Kadish Gallery and the seventh Journey Cloth on
the back wall. You will have to jump around the crates in front of the Cloth
to get to it. When you do, activate it. You are now ready to leave this age.

Go outside and return to the console area. With your back to it, turn a bit to
the left and walk to the edge, near the broken part. You know you are in the
right place when the camera tilts to give you a view from above. You should
see a pipe leading downwards to the Journey Door. Drop down to it and follow
it to the end. Jump down to the stone platform.

Note: There are other ways of reaching the Journey Door.

Megadumb sent me this message: "In the Kadish Tolesa Age's final jump to the
pipe which leads to the Journey Door, walk down to the bend in the ramp and go
continue past it for a short way.  From here you can easily see the Journey Door
where it is much easier to line up on the pipe and drop on it."

Foxaroni sent me his method: "[...] If you walk all the way back to the entrance
to the console area, hug the wall to your right and walk to the edge of the path,
you can see the Journey Door and its ledge straight ahead (and a bit (!) down).
You can do a running jump and land on the ledge." Thanks foxaroni!

Press the hand imprint on the Journey Door to open it and continue forward into
the Bahro Caves. Once again wait for Yeesha's speech to end (the glowing man
stops glowing) and press the hand on the wall to make the totem disappear. To
finish Kadish Tolesa, jump into the Void or link back to Relto. Next up, Eder
Gira / Eder Kemo Age.

6. Eder Gira / Eder Kemo Age

These are both the most beautiful and most annoying Ages of the whole game,
because of the way some puzzles have to be solved and the way your avatar is

While in Relto, go inside your hut and click on the fifth book to open it and

link to Eder Gira Age, land of volcanoes, geysers and waterfalls. Eder Gira
has night and day cycles, so depending on the time the Age will be bright or

You will appear in an area with two geysers, two wooden lids, a few plants and
a climbing slope in front of you. Begin by turning left and stepping on the
pedal that controls the cover of the geyser. Turn around and climb the slope.
Turn right and go as close as you can to the edge. Looking down you should see
a ledge. You will have to drop down to it very gently so as not to fall into
the lava bellow. When you manage to do it, activate your first Journey Cloth
for this Age. Turn towards the middle of the canyon and jump to the geyser. If
you miss the jump, or get tired of trying to do it, take the long way to the
other side of the canyon and jump from there. When you get to the geyser in
the middle of the canyon, operate the cover to close it. Turn around and do a
running jump to the other side.

Note: Megadumb suggests the following regarding this jump: "In the long jump to
the geyser in the middle of the canyon in the Eder Gira Age, back up as far as
you can and then execute a standing jump; while in midair hit the down arrow
key.  When you land you will be on the edge and will immediately backup to the
middle and have a safe landing." Thanks Megadumb!

There are two geysers in this area. Cover both of them. From the geyser
farthest from the wall, climb up the slope and cross the natural bridge.
Continue along the path until you get to an open area with the last geyser.
Cover it also. Continue following the path and eventually you will return to
the starting point. By now, the uncovered geyser in the starting area should
have enough pressure to lift you up in the air. Step into it to be lifted
towards the second Journey Cloth. Activate it and drop down to the starting

Walk all the way back to the other place that has two geysers and uncover the
one closest to the wall. Once again, return to the starting area and cover the
geyser that is not covered. Return to the previous area and step on the
uncovered geyser. You will be thrown to the other side of the wall, and to a
new area.

Note: there are six geysers in Eder Gira, but only five can be covered at the
same time. If you cover all six, the pressure will be too much releasing every
cover, and you will have to cover to ones that interest you all over again.
That is way you will have to do a bit of back-and-forth on this age.

Proceed along the path through some arches and between some giant ribs. You
will get to an area with a lake and waterfalls. You will be seeing a lot of
this area as this will be the place for one of the most annoying puzzles of
Uru. If you keep on walking you will see a circular area with some wood
planking and a wooden plinth with a linking book. This books links to Eder
Kemo, the Garden Age. Before you go there, start setting up this area to solve
the cave puzzle. Cross the small river that is to the left of the Eder Kemo
linking book. Across it, you will find a standing stone with a linking stone
in it. This links to a dead end, a DRC area. Do not use it yet. You will get
back to it later.

Go behind the waterfalls, and it should be very dark. Go as far left as you
can without entering a small tunnel. Walk to the back wall of the cave and
turn around so that you are looking at the waterfall. You should be able to
see a silhouette of a machine. Move the cursor around the top-middle of the
machine and when it indicates you can click on something, do. This will turn
on the first steam light generator. On the right side of the cave you fill
find another one of these. Turn it on also.

Note: If you can not find the generators, do not worry. Continue from the
point where I write about pushing the wooden stool thing. When you return here
with some fireflies from Eder Kemo Age it will be easier to turn the
generators on.

Now that you have some light, look for something that looks like two wooden
stools tied together. You will find it behind the wall between the two
waterfalls, inside the cave. You can push it around, and that is what you will
have to do. I will refer to it as wood stools. Push the wood stools into the
lake and continue pushing it towards the small river. Wedge it between the two
banks so that it forms a sort of bridge. The place to do this is in front of
the stone that looks like a bone sticking out of the floor, near the beginning
of the river. It is very important to test the bridge before coming here with
the fireflies, because if you as much as touch a bit of water, they will fly
away, making you go back to Eder Kemo. After you are comfortable with the
positioning of your bridge, go to the Eder Kemo linking book, and link out of
Eder Gira.

You will arrive in this Age on the middle of a stone gazebo. It occasionally
rains in this Age. This will only be a problem if you are walking with
fireflies, because they do not like water and will fly away if they get wet.

Climb the stairs in front of you and run straight ahead, crossing the stone
arch bellow you,  until you get to a large open garden with a huge stone,
surrounded by trees. This stone has the third Journey Cloth on its side, so
activate it. To the right of the stone is a pavilion. Behind it, and to its
right, there is a small recess with lots of small trees. Enter this recess and
you should find the fourth Journey Cloth on the right wall. Return to the
large open area. Take the path between the huge stone and the pavilion, going
away from the fountain that is on the other end of the area. You should see
the Journey Door to your right. Walk past it and through the small tunnel to
the next garden.

Keep walking past the brain like trees, until you get to a fork in the path.
Turn right and walk a little bit further in. To your left there is a circular
area with lots of drawings on the walls, a stone bench and a lamp high on the
wall. Climb the stone ledge that leads to the lamp, and you should find the
fifth Journey Cloth on the lamp arm. Activate it. Climb back down, and
continue to the Puffer Plants area.

Climb down the stairs to the first Puffers. There's a wood pavilion to your
right. Go to this area. When you enter it, go to the left side and turn to
around. You should see the sixth Journey Cloth on the wall to your right.
Activate it. Now, continue ahead to the next Puffer area, past the lamp on
your left and stop before entering the next tunnel. Climb either side of the
tunnel and at the top you will find a book about King Shomat. With your back
to the tunnel, and while on top of its entrance, you should see a Relto page
in a seemingly inaccessible area, to the right, between the two Puffer areas.

Still with your back to the wall climb down the right side. Before you go
completely down, line up with the stone that is closest to you. You will have
to do a running jump to get on top of it. The Puffer closest to it will help
you stop. Once you do, turn to the area with the page and do a running jump to
it. Click on the Relto page to add it to your book. This one allows for some
decorations to be applied to the hut. Climb down from this raised area and go
catch some fireflies.

Note: there is another way of reaching that page, and it might be easier. It
has been recently post (21.11.03) in the Uru Live forum, along with some
screenshots explaining how to, that it is possible to walk/jump up the stone.
This must be done with your Caps Lock off. I have not tried it but it seems to

Return to the brain trees and find the buzzing firefly cloud. Walk through it
once, so that some stick to you, allow it to drift away a bit and walk through
again. This will ensure that you have a bigger cloud of flies buzzing around
you. Notice that I said walk. One of the other things they do not like is fast
movement, so as long as you have them around you do not run or jump (ok, you
are allowed one jump, but you will have to use it to cross the waterfalls on
Eder Gira). The other thing they do not like is steam, so you will have to be
careful when you return to Eder Gira because linking back from Eder Kemo will
place you in front of a steam vent. If you step on it, the fireflies will

Now that you have learned how to care for your fireflies, walk back to the
tunnel after the Puffer area. If it starts raining before you get there, find
shelter or wait for it to stop and catch the fireflies again. Continue through
the tunnel to the other side. Cross the stones over the water. Do not worry
about falling in, because you can not. Enter the room at the end of the stone
path. Go to the linking book and link back to Eder Gira.

Do not move! If at any time you loose the fireflies, you will have to go back
to Eder Kemo to collect some more. If you do, always make sure you collect two

Now, avoiding the steam vent in front of you, cross the small river by using
the wooden stools you have previously wedged in it. Walk around the huge stone
jutting out from the floor in front of you, past the other stone with the
linking stone in it until you are close to the waterfall and hug the right
wall. Get as close to the edge as you can without falling into the water and
do a standing jump to the cave. If you have not turned the generators on, do
so now. It should be easier to find them with the helping light of the
fireflies. Proceed to the left side of the cave.

Climb up the tunnel, and when you arrive at the next room, turn the generator
you find there on. Find the switch on the wall and open the large door in this
room. There is another tunnel leading out from this room, close to the one you
used to enter, but do not worry about it now. You can now run again without
worrying about loosing the fireflies, because you will loose them in a moment.
Run through the open door, up the small corridor. You will arrive at a room
behind another waterfall. Exit toward a lake, turn left, and go behind the
waterfall you find here. There are two more wooden stools here. Push both of
them outside to the lake. Push them over the wall so that they fall to the
lake below. Jump to the lake below.

You will have to push both wooden stools, one at a time, to the area behind
the waterfall to the right, more precisely, to the place you jumped with the
fireflies to enter the cave. Push both against the wall so that they form a
bridge. They should be side by side with one flat hexagonal top to the wall
and the other turned to you. Test them to make sure you will not fall into the
water when trying to cross them. You have to do this because you need to use
the "jump-only-once-capability-while-surrounded-by-fireflies" on another place.
Return to Eder Kemo, collect some more fireflies, and return to Eder Gira.

Once again, avoid the steam vent in front of you, cross the small river via
first wooden stools, walk close to the entrance to the cave. Using both wooden
stools as a bridge, cross to the cave. Walk to the tunnel at the end and climb
it. When you arrive at the other generator room, turn left and exit through
the dark tunnel. Walk to the end of the tunnel and exit to a ledge with the
waterfalls to your left. Follow the ledge around until you get to a small
stream that falls into the lake below. This is where you need to do the
standing jump you are allowed to do with the fireflies.

Once you are on the other side of the river, continue along the ledge and
enter the cave at its end. Locate the light generator and turn it on. Once
again, you can now run, and forget about the fireflies. You do not need them
anymore. You should now be able to see the seventh Journey Cloth on the wall.
Activate it and we are almost ready to leave this age. Return to the lake and
go to the place where the linking stone is. Link through the picture.

This is a DRC area, and it is a dead end. It has several tables with books
about D'ni Kings, D'ni Society, D'ni Religion and D'ni Customs. It also has an
unusable Journey Cloth with a Post-It stuck to it. There is a telescope that
allows you to look down on the City. Explore all you like, read the books and
notes you find, and when you are ready to leave, link to Relto.

Once in Relto, take a moment to admire the decoration of the hut. When you are
done, go inside and link to Eder Kemo via the book on the sixth slot. Link to
the starting position, instead of using the Journey Marker. Run to the open
area with the huge standing stone and activate the Journey Cloth. This will
help you in a bit. Continue forward to the Journey Door. Press the hand
imprint, wait for it to open and step in. Walk into the darkness. Once at the
Bahro Caves, wait for Yeesha's speech to end (the glowing man stops glowing)
and press the hand on the wall to make the totem disappear. To finish Eder
Gira / Eder Kemo Age, jump into the Void or link back to Relto. You are almost
done with the game.

7. Bahro Caves Age

Remember Yeesha's last speech? She said you should return that which you have
taken, so that is what you have to do now. While in Relto, notice that the
totems have now raised. To return them to the Bahro Caves you have to go back
through the Journey Door of each of the four Ages, and press each hand imprint
on the wall. Start with Gahreesen.

If you have been following the walkthrough, using the Journey Cloth marker
should link you to the stone mesa between the two rotating buildings. As you
have done before, with your back to the Journey Cloth, walk a bit to the left
of the raised section in front of you. Do a running jump to the lower stone
mesa. After landing, turn to the right and to the Journey Door. Line up with
it and do another running jump. Press the hand imprint and walk inside.

The Bahro caves are now orange instead of deep blue. Press the hand on the
wall and watch the totem reappear. Notice the symbol on the floor. Copy it to
a piece of paper, as well as the name of the Age you arrived through to it. You
will need it in a moment. Jump into the void or link to Relto. When you link in,
you will see a fissure appear in the area between the pillar totems. Go inside
the hut and link to Teledahn.

You should appear in the docking area. Go inside the room, climb the stairs
that lead to the area with the Journey Door, and press the imprint. Walk
inside and return to the Bahro Caves. Press the hand on the wall to return the
totem. Copy the symbol on the floor. Jump into the void or link to Relto. When
you link in, the fissure will increase a bit. Go inside the hut and link to
Kadish Tolesa.

You will appear inside the Vault. Go outside to the console area and drop down
to the pipe that leads to the Journey Door. Open it and walk into the Bahro
Caves. Again, press the hand on the wall to return the totem. Copy the symbol
on the floor. Jump into the void or link to Relto. When you link in, the
fissure will become bigger. Go inside the hut and link to Eder Kemo, via Cloth

You will appear in the large open area near the Journey Door. Go through the
door to the Bahro Caves. Operate the hand on the wall to make the final totem
return. Copy the symbol .Jump into the void or link to Relto. When you link in,
the fissure will now open completely. Jump into it and you are done with the

8. Return to Desert the Cleft

Welcome back to the Desert Cleft! After landing flat on your face, pick
yourself up, dust yourself off, go around the volcano and down the wooden
ladder to the cleft. Cross to Yeesha's house and go to the room with the
projector. You need to input the code with the symbols on the floor of the
Bahro cave to trigger Yeesha's last message. Unfortunately, the code changes
each time you play the game, so I can not tell you which symbols to use. Thanks
to Steve, I can now tell how the symbols should be placed. I leave the notes
below as testament to the players who contributed before to the solution of this

When taking note of the symbols on the floor also take note of the Age to which
they are associated, that is the Age through which you walked through to get to
the symbol you are standing on. Having done that, all you have to do at the
projector is to input them making sure their relative positions remain intact,
independently of where you actually place them. The relative positions are
always the following:

Eder             Kadish

By maintaining their relative positions I mean that as long as Gahreesen is
opposite to Teledahn, Eder is opposite to Kadish, Eder is to the left of
Teledahn and Kadish is to the right of Teledahn, the sequence will work. That is
any of the following sequences will work, in addition to the one above:

          Eder            |        Teledahn       |           Kadish
Teledahn        Gahreesen | Kadish           Eder | Gahreesen        Teledahn
         Kadish           |        Gahreesen      |            Eder

These positions were determined by the pillars outside the hut in Relto. Once
again, thanks to Steve for his contribution. When you have placed them right
Yeesha will begin her speach "A new ending has been written...".

Note: I think the way you have to arrange the symbols is tied to the order in
which you return the pillars to the cave, that is, the symbol that goes on top
is the symbol of the first Age you return the totem from. Benjamin Pandjojo
suggest that you note all the symbols in a circle formation and that you keep
their relative positions intact. That way you will have at most four possible
combinations. Thanks Benjamin!

Dylan Eaton sent the following suggestion: "If you watch the first projection
you will see her write the symbols on the wall.  She is only writing three of
them, she doesn't touch the top one. Therefore the top symbol doesn't change
between the two projections and may be used as a point of reference for where
the other three go."

I would like to say, however, that this only seems to work for the first
projection. In my case, I have had games in which all four symbols change.

Ben Roberts sent me the following e-mail: "[...] One thing I wanted to point out
is that the symbols at the end don't need to be written down. 1 click on each
symbol once you're back at the cleft will put the right symbols up there,
regardless of the order or the rotation of symbols."

I have tried it with all the characters I used to play the game and it never
worked. However, in most cases, it does put you very close to the correct
configuration. Thanks to Ben Roberts for sending this suggestion.

Listen to the message, and when she offers you a book, at the end, link to it.
You will be transported to a different Cleft, and Yeesha will talk about a
final gift: rain. When she finishes talking, go to the machine with the green
button and press it.

A Relto page will appear. Click it to add it to your book. This is the one
that allows rain to fall on Relto. Afterwards, go outside, cross to the other
side and climb out of the Cleft. A FMV will start showing the Bahro returning to
their cave. Click on the Uru book, listen to Peter Gabriel music, read the
credits, and when you are done click outside of the book.

Congratulations! You have finished the single player version of Uru. Hope you
enjoyed it as much as I did.

9. Final Considerations

First off, I can not wait to have access to Uru Live. There is so much more
this world has to offer and I would like to discover it.

After you are done with the Uru credits book, you can link to Relto and watch
how your tree is doing. There is a new book on the bookshelf (first slot) with
two versions of the Cleft: with rain and without rain.

Do not forget to check the closet in the hut. You will have a new addition to
your wardrobe: a T-Shirt with the Journey symbol on it. You can now show
people that you have finished the game or that you have chosen your faction.

I did not know where the fogged link on the book that is on the eighth slot
led to. Thanks to Gregg Pokey, I now know that it leads to your D'ni
Neighborhood and will only be available in the Online version.

There is a way to see Shroomie 2 (as the first one got shot, accordingly to
Douglas Sharpner Diary). You need to lower the metal gate after the Journey
Door in Teledahn. Then you need to stop the generator because the noise scares
Shroomie away. You also need to use both feeders frequently: one is to the
side of the wooden walkway, after you body slam the plank down and the other
is near the gun you use to blast the stones. If you have done all of this, you
will occasionally see Shroomie at a distance, while you are near the second
feeder, and sometimes she will make a whale like sound. I do not know if she
gets any closer.

The following was written by OmniTerra. I have no way of contacting him/her to
ask for permission to put his on my guide so if he/she does not want me to have
it on my guide email me and I will delete it. "To get into the neighborhood in
Uru Prime (offline, it is normally only accessible online), link in to the
balcony view of the Neighborhood. It is the second page of the book with the
swirly image. Turn around and face the stone tablet. Walk (don't run) into the
tablet and jump. You should now be standing on the base of the statue. Don't
stop running or you'll fall off.

This part is very difficult. You must quickly turn around, turn on the caps lock
to run, and jump. You are aiming to jump to the part where the circular railing
meets the straight. If you do it right (it took me several tries), you'll just
go over the balcony and fall into the city. If you are still having trouble, try
to use the sidestep key to turn complete around and jump." Thanks to OmniTerra
for writing this and to mike for sending me the link to it. It is posted on the
Codes & Secrets section of GameFAQs on Uru.

That is it.
Hope you enjoyed my walkthrough, and I hope to see you in Uru Live!

--- E. Short Guide to Journey Cloths ---

    Desert Cleft
      1. Behind the metal plate near the starting point.
      2. On the back of Zandi's trailer.
      3. On the left mandible of the Whark skeleton, behind the volcano.
      4. On the right wall of the opening in front of the first fallen bridge
         you have to climb in the Cleft.
      5. On the wall to the right of the projector, activated by Yeesha.
      6. On the outside of the door to the projector room.
      7. On the bucket, near the tree in the Cleft.

    Teledahn Age
      1. On the outside and back of the hut where the Age starts.
      2. In the control room, on the wall between the two telescopes.
      3. On the wall of the room above the control room.
      4. On the pressure plate room (Prison).
      5. On the outside wall of the room in the Docking Area.
      6. In front of the Journey Door.
      7. On the room above the room in the docking area.

    Gahreesen Age
      1. Behind the debris on the first floor, in the crevice room.
      2. Above the scarab shelves in the room where you have to cross the
         stone slab.
      3. On the room with the huge cog wheel that powers the Age.
      4. On the mesa that serves as a bridge between the two rotating
      5. Inside one of the conference rooms of the big building.
      6. On the wall of the small cell.
      7. On the back of one of the outer stone pillars on top of the big
         rotating building.

    Kadish Tolesa Age
      1. On the other side of the room with the first clock mechanism, near
         the beginning.
      2. On the left wall of the dais for the second clock mechanism.
      3. Inside the circular room, after you solve the clock mechanism puzzle
         (need to press the blue button outside the circular room).
      4. Outside, on a recess on the right side of the pyramid.
      5. On the corridor after the elevator tile puzzle.
      6. Near the ceiling of the Pillar puzzle room.
      7. On the back wall, inside the Vault.

    Eder Gira Age / Eder Kemo Age
      1. (Eder Gira) On a ledge you have to drop to in the wall of the lava
      2. (Eder Gira) On a high ledge accessible through geyser steam in
         starting area.
      3. (Eder Kemo) Side of huge stone in open area near starting area.
      4. (Eder Kemo) On a recess to the side of pavilion in open area near
         starting area.
      5. (Eder Kemo) On the arm of the lamp post above circular area near
         brain trees area.
      6. (Eder Kemo) On a wall, next to the pavilion in Puffer plants area.
      7. (Eder Gira) On the wall of the last dark cave after the waterfalls.

--- F. Short Guide to Relto Pages ---
    Desert Cleft
      Obtainable near the end of the game, controls raining in Relto Age.
      You need to press the green button on the other machine in the projector
      room, and then click on the image of the page.

    Teledahn Age
      Behind a crate, next to the bed in the room above the control room.
      Allows you to customize the roof of the Hut. (Thanks Mark!)

    Gahreesen Age
      First one, at the bottom of the crevice room. Allows the addition of
      boulders and logs to the Age.

      Second one, on a pillow in one of the cots of the prison cell. Allows
      the addition of a waterfall and lake to the Age.

    Kadish Tolesa Age
      Before entering the area with the pyramid, jump the gap to the other
      side. This one allows the trees to grow.

    Eder Gira / Eder Kemo Age
      On a raised area in Eder Kemo Age, in the Puffer Plants area. Allows the
      addition of outside decoration to the hut as well as a rug on the inside.

--- G. Contributors ---

 - Me. ^_^
 - Nolpscpj and Warren Odgers (help with the dead end link to the Tree Stump
   in Teledahn)
 - Mark (for letting me know what the Relto page found on Teledahn does).
 - Gregg Pokey (for letting me know where the fogged link in the eighth book
   leads to)
 - Chris Baley and Uriel Klieger (for explaining the logic behind pillar
   puzzle in Kadish Tolesa).
 - tcgrant (correction to stuck plank in Teledahn)
 - Piha from Uru Live (ASCII diagrams for clock mechanism puzzles in Kadish
 - Benjamin Pandjojo (suggestion for Return to Desert Cleft)
 - Andrew Lowry (backup question in FAQ section and Teledahn suggestion for
   pressure plate puzzle)
 - Dylan Eaton (Teledahn: correction to lowering wood plank; how to lower
   metal walkway near the end of the Age. Kadish Tolesa: painting clue for
   hexagonal tile puzzle; Return to Desert Cleft: suggestion for placement of
   the four symbols for the final projection sequence).
 - Ben Roberts (Return to Desert Cleft: suggestion for placement of the four
   symbols for the final projection sequence)
 - Steve (Return to Desert Cleft: correct solution for placement of the four
   symbols for the final projection sequence)
 - Megadumb (Kadish Tolesa: alternative way of reaching Journey Door; Eder Gira:
   suggestion for making the jump to the geyser in the middle of the lava
 - foxaroni (alternative way of reaching Journey Door in Kadish Tolesa)
 - mike (sending me the link to OmniTerra's secret)
 - OmniTerra (for writing how to reach the Neighborhood in offline Uru)
 - Sakshale, Derek and Maztec (Kadish Tolesa hexagonal tile puzzle: the first
   two for for sending me the explanations from the forum and Maztec for coming
   up with it)

--- H. Live Features ---

1. Bahro Stones
      Ferry Terminal tunnel, links to Teledahn Dock

      Chair of Conference Room, links to small Tokotah Rooftop, near Palace

2. Relto Pages
      A sliver of white on the right side wall of the left window, in the Light
      Garden. Adds a lot of Islands to your Relto.

      End of a wooden dock in Teledahn, only accessible by linking in through
      Bahro stone in Ferry Terminal tunnel or by shared link from someone else
      his book. Adds a wooden dock to Relto.

    Great Zero
      On the back of the niche to the left of the Great Zero stairs when facing
      them. Allows the addition of an Imager to your Relto.

3. Great Zero Marker locations
The quest to calibrate the Great Zero ask you to find 30 markers. A first set of
Green markers and then a set of Red markers. The ones you pick up for the Green
set will not be available for the Red set. The ones available in the
Neighborhood are the same in all Neighborhoods. If you pick them in one, they
will not be available in any other for you. When you collect the first 15
markers, you need to return to the Great Zero Observation to calibrate those and
proceed to the next 15 set.

The locations for the available and known markers to this date (25.01.04) are
the following:

01 - Great Zero Observation
02 - Ferry Terminal.............................................. (Ae'gura)
03 - At the end of the Ferry Terminal tunel, near Bahro Stone ... (Ae'gura)
04 - Left wall outside the Pub................................... (Ae'gura)
05 - Inside Pub main room........................................ (Ae'gura)
06 - First landing of the Great Stairs........................... (Ae'gura)
07 - End of the ledge above Tokotah link......................... (Ae'gura)
08 - To the left side of the Museum entrance when facing it...... (Ae'gura)
09 - Barricade to the Guild Hall................................. (Ae'gura)
10 - Recess to the right after King's hall and before balcony.... (Ae'gura)
11 - Inside Classroom............................................ (Neighborhood)
12 - Center of the Light Garden.................................. (Neighborhood)
13 - Close to the Waterfall...................................... (Neighborhood)
14 - Inside the Egg Room......................................... (Neighborhood)
15 - Before the Auditorium....................................... (Neighborhood)

16 - Great Zero
17 - Roof of the Classroom *..................................... (Neighborhood)
18 - Neighborhood balcony........................................ (Neighborhood)
19 - Balcony overlooking Concert Hall............................ (Ae'gura)
20 - Tokotah Roof top near crates................................ (Ae'gura)
21 - Tokotah Roof top near slit without telescope................ (Ae'gura)
22 - Baron's Office.............................................. (Ae'gura)
23 - Kadish Gallery.............................................. (Ae'gura)
24 - Small balcony overlooking Tokotah, near Palace stairs....... (Ae'gura)
25 - First hole in front of Concert Hall **...................... (Ae'gura)
26 - Walkway after barricaded stairs leading out of Concert Hall. (Ae'gura)

* You can collect this one by placing a cone to the left of the Classroom door
and jumping on top of it. Once on top of the cone, put your mouse cursor over
the collect symbol in your KI and jump with one hand while pressing the mouse
button with the other when the symbol flashes red. Or you can try the balcony
jump to the roof of the Classroom but this is very difficult to do.

** this one forces you to Relto out of the City after collecting it, so do it
only when ready to leave the City. It is advised to do it walking, not running,
so as to avoid falling and missing the marker.

Collecting 30 markers opens the glass doors at the back of the Great Zero

4. Other goodies

    Tie Dye Shirt
      Teledahan: room above dock area room, on top of wooden crates

    Zandi's Shirt
      D'ni Riltagamin (Rainy version, also known as Rainy Cleft): hung on metal
      brace supporting trailer awning.

    Hard Hat
      Tokotah Rooftop: basically everywhere, but there is a chance they will not
      be available.

    Pith Helmet
      Eder Gira: last of the waterfall caves, below seventh Journey Cloth.

--- I. Legal Stuff ---

This document is copyrighted to me, Orlando Soares. Please do not alter it or
use parts of it without my permission and without quoting me.
The sites with permission to post this guide are:
 - GameFAQs             ( PRIMARY SITE
 - Cheat Code Central   (
 - Cheats DE            (
 -              (
 - Action Trip          (
 - Gameguru Mania       (
 - Gamepad              (
 - GameSolves           (
 - Cheat Happens        (
 - Neoseeker            (
 - IGN                  (
 - Guild of Greeters    (
 - Adrenaline Vault     (
 - GamerspotGR          ( or
 - Uru Forums           (
 - Computerunderground  (

Copyright 2003 Orlando Soares.

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