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Uru Ages Beyond Myst Expansion Pack 1 Tips & Tricks

Tags: Uru Ages Beyond Myst Expansion Pack 1 Game Guides, Uru Ages Beyond Myst Expansion Pack 1 Hints, Uru Ages Beyond Myst Expansion Pack 1 Walkthrough

Uru - Ages Beyond Myst - Expansion Pack 1

.:. Uru: Ages Beyond Myst .:.
  Expansion Pack 1: To D'ni 

- Walkthrough by Coelho Buda (aka Orlando Soares,
- Version 1.2

--- A. Table of Contents ---
 A. Table of Contents
 B. Version history
 C. FAQs
 D. Walkthrough
    1. Relto
    2. Bevin Neighborhood
    3. Nexus Room
    4. Ae'gura
    5. Teledahn Age
    6. Phil's Relto and Kirel Neighborhood 
    7. Ae'gura and the Great Zero 
    8. Great Shaft 
    9. Final considerations
 E. Expansion Pack Features 
    1. Bahro Stones
    2. Short Guide to Relto Pages
    3. Hats and Clothing
    4. Easter Egg Mode
 F. Contributors
 G. Legal Stuff

--- B. Version history ---

(21.06.2004) - Added a correction to the placement of canyon alley balcony 
               link page in section 7. Updated Easter Egg mode with a few 
               suggestions. Updated contributors list.

 Version 1.2 - (19.04.2004) - Added Relto bookshelf list. Added link list for 
               Nexus room. Changed wording on some sections of Easter Egg mode
               to make it more clear. Some corrections throughout the
               walkthrough. Updated contributors list. Updated sites list with
               permission to post the walkthrough.
               (07.04.2004) - Added alternate way of getting the marker behind
               the Library. Corrected some errors throughout the walkthrough.
               Updated contributors list. Updated sites list with permission 
               to post the walkthrough.

 Version 1.1 - (26.03.2004) Corrected the location of a marker. Added 
               alternate way of getting to the other side of the prison cell 
               in Teledahn. Added an Easter Egg section. Corrected grammatical 
               and orthographical errors.

 Version 1.0 - Full walkthrough created on 23.03.2004.

--- C. FAQ ---

Q: Where can I get the expansion pack?
A: It's available for download at,, via ftp 
   courtesy of Ubi and it has been mirrored by several fans (search the Guild 
   of Greeters or Uru Obsession forums for the links). Also, it will be 
   packaged on CD when expansion pack 2 comes out.

Q: How big is the download and how big is the game?
A: The download is 173 MB and it becomes a whooping 2 GB after installation.

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: I really want to make a backup of my progress. 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 and place it in 
   another location.  When you need it, delete whatever is in the original 
   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. 

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 are there no coordinates on my KI device?
A: The coordinate function only activates after the Great Zero has been 
   calibrated. Coordinates are only visible in Ae'gura areas and the 

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.

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

--- D. Walkthrough ---
Hello. Well, here we are again. Although Uru Live is no more, the first 
expansion pack is out and ready to be fully enjoyed. This is my second 
walkthrough, and I hope I can make it as good as my first one was. That being 
said, any contributions will be gladly accepted. ^_^

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

Warning: As before, 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 expansion pack.

1. Relto

This walkthrough assumes you have finished Uru: Ages Beyond Myst before going 
on to the Expansion pack. If you haven't done so, some of the things I have 
written below will not make sense. If you still haven't finished Uru, and need 
help, my other walkthrough is available on the Internet.

You begin the game in your Relto. Go inside the hut. On the bookshelf to the 
right is a new book written by Yeesha where she comments on the restoration 
efforts and on its sad results. After reading it, go to the left bookshelf and 
click on the blue book with the golden spiral on its spine. Turn to the first 
page of the book and link to the neighborhood. Welcome to Bevin.

Here's a list of the books on the left bookshelf and where they link to 
(numbered from left to right)

01 Desert Cleft                       (Tan book with green slit)
   01. Rainy
   02. Dry
02 Gahreesen                          (Pale green book with Maintainer's 
   01. Gahreesen
   02. Gahreesen Prison 
03 Teledahn                           (Orange book)
   01. Teledahn
   02. Tree Stump
   03. Dock *
04 Kadish Tolesa                      (Purple book)
05 Eder Gira                          (Red book)
06 Eder Kemo                          (Green book)
07 Ae'gura (1)                        (Brown book with stylized tree)
   01. Great Zero Observation Room *
   02. Great Shaft Antechamber * 
   03. Spy Room * 
   04. Baron's Office 
   05. Kadish Gallery
   06. Canyon Alley Balcony view  
   07. Kerath Arch Balcony view 
   08. Tokotah Rooftop 
   09. Tokotah Alley * 
   10. Palace Alcove * 
   11. Library Courtyard * 
   12. Concert Hall Foyer *
08 Bevin Neighborhood                 (Blue book with golden spiral) 
   01. Fountain Plaza
   02. Balcony view
   03. Classroom rooftop view *
09 Nexus Book                         (Yellow book with green motif) 

Links with an * are available in To D'ni expansion pack and will only appear 
after you have linked there at least once after using the appropriate Bahro 
(1) This is the final configuration of this book. During the game, pages will 
be in different positions depending on what links you already have.

2. Bevin Neighborhood

You will arrive on Bevin near a fountain. There are some cones lying around 
along with a beach ball. Turn left and go down the stairs to the Garden of 
Lights. There is some wreckage from the broken Aiyoheek Table on the left. 
Once on the Garden of Lights, go to the right, near the small outcropping next 
to the windows. Jump onto the outcropping and turn slightly to your left. On 
the right wall of the left window there's a small sliver of white. Click on it 
to add a Relto page to your Relto book. This page let's you add small islands 
around Relto. Climb down and return to the fountain area. Climb the stairs 
behind the fountain to a raised area and enter the corridor. Go through the 
inner corridor doors to reach the Community room. There is a pedestal with a 
button at the bottom center of the room. Touch it to hear a garbled message 
that seems to be someone speaking D'ni.

Return to the fountain area and go through the middle passage. On the left you 
will see a set of three buttons which control the lights. You can try them out 
if you want to, to see how the Garden of Lights looks when it is all lit up. 
When you are ready to go, continue forward to a small plaza. There is a Dn'i 
clock here and three doors: two metal ones and a wooden one. Only one of the 
metal ones works and it leads to the Classroom. Enter the Classroom to find a 
note written in D'ni. Exit the Classroom. The other metal room leads to what 
is known as the Egg Room, but it isn't working right now. Open the wooden door 
and enter the Linking Room. Before going to the wood stand in the middle of 
the room, open the wooden door across from the first one. Now go to the middle 
wooden stand. Before touching the book, insert your hand in the slot next to 
the book. This will calibrate your KI and add an address to the Nexus room. 
You will go there in a minute. Touch the picture in the book to link to Nexus.

Note: for accessing Bevin Egg Room, please refer to Easter Egg Mode section of 
the walkthrough.

3. Nexus Room

The Nexus room is a way station: it will contain all the links to Ae'gura (the 
city) as well as the Great Zero and the two neighborhoods. For now, it should 
just have two: Ferry Terminal and Bevin. To work it, approach the KI slot and 
insert your hand there. A holo screen will appear with the available links at 
the moment. To select a link click on it. A circular button will protrude and 
light up in a yellow motif. Click on this button and the Nexus will spin 
around and produce a link book. Click on the image shown there to link to the 
desired location. As you have already been to Bevin, you should now go to the 
Ferry Terminal. Click on the name, then on the yellow button and then on the 

Near the end of the game, Nexus should contain the following links:
 01. Ferry Terminal
 02. Tokotah Alley
 03. Palace Alcove
 04. Library Courtyard
 05. Concert Hall Foyer
 06. Rezeero
 07. Bevin
 08. Kirel

provided you remembered to register your KI in each of the KI stations that 
led to a particular place, with the exception of Ferry Terminal and Rezeero, 
since these are automatically added.

4. Ae'gura 

Welcome to Ae'gura. You link in near a wooden stand with a KI slot and a 
linking book. This book will link you back to Nexus, so there is no need to 
try it out right now. As you already have the Ferry Terminal link in your 
Nexus, there is also no need to use the KI slot. You can explore a bit if you 
like, but for now city access is limited. If you go to the right and then 
through an opening in the side wall, you will arrive at the Ferry Docks, an 
area with a few peers and some sunken boats. Climbing the stairs will get you 
to an area with a tent and some barricades blocking the Great Stairs. As I 
said before, for now the city access is limited. Return to the link in spot 
and go to the left. You will see a broken metal gate hanging by its hinges. 
Enter this opening to a small tunnel. At the end of the tunnel there is 
another metal gate, but this one is shut and you can not open it. To the left 
of this gate there is a stone with a Bahro Stone on top of it. Touch the stone 
to link to a new small area in Teledahn and say goodbye to Ae'gura for now.

5. Teledahn Age

This area is known as Teledahn Dock. You will be on a broken wooden walkway. 
There is a broken feeder here and a Relto Page at the end of the dock. This 
page allows the addition of a wooden dock to your Relto. Click on it to add it 
to your Relto book. After that, link back to Relto. Take a moment to admire 
the islands and the wooden dock. It is possible to jump to some islands and 
see Relto from some new perspectives. When you are ready to continue, enter 
the hut. Notice that there is a new book on the shelf, a yellow one with a 
green lacy circle motif. This is the Nexus book and it allows you to travel to 

What we need to do now is go to the Baron's Office. You can link there 
directly via link page on the Ae'gura (brown) book or via Teledahn. The 
Baron's Office is located in Ae'gura and accessible via the link book hidden 
in the aquarium in the room above the control room in Teledahn. When you get 
there, go to the desk. Read Douglas Sharper diary (the 2004 one) to gain some 
information about what went on during the restoration shutdown: you will learn 
a set of KI coordinates (2175; 58; -81) and that there was a Spy room link 
book in Teledahn accessible via the Prison room. After you are done reading, 
return to Teledahn via the link book in the previous room. After arriving at 
the bedroom above the Control room, take the elevator down to the Control room 
and from there down to the hut in the cistern. Exit the elevator and go down 
the ladder inside the hut. When you arrive at the bottom of the cistern, climb 
down the other metal ladder to get to the very bottom of the cistern pipe. Now 
climb the pipe until you arrive at a section with a hole on your right. Exit 
through this hole and climb the stone stairs. You will arrive at the Prison 
room. Remember Sharper's diary? He said that when the main door was closed a 
book would appear. What we need to do is close the cell door leading out of 
the Prison and keep the inner cell doors open. To do this, make sure at least 
one of the buttons on the panel is showing a gold panel and the others are 
grey. The sequence I used was the original one: buttons 1, 3 and 5 down (grey 
panels) and buttons 2, 4, 6 and 7 up (gold panels). Depending on whether you 
had weights on the pressure plates or not, this will make the outer door close 
and the inner doors open. Look through the outer cell door to the left. You 
should see a niche on the wall with a book in it. Now you will have to go 
around to get to the book. As long as you remembered to lower the small wooden 
bridge near the first feeder and to jump on the metal walkway near the huge 
metal dam, that should be no problem because you have an alternate way to that 
niche (that is, take the long way around, which I did). You can also link out 
of Teledahn and using a Journey Cloth Marker link into the Dock area which 
will get you closer to the prison.

Exit the Prison and go down the stone steps to the cistern pipe. Enter the 
hole and climb down the pipe to the metal ladder. Climb up the ladder to the 
cistern. Climb up the other ladder to the cistern hut. Exit the hut to the 
metal walkway outside and keep going forward. Turn left at the fork and climb 
up to the solar generator. Continue forward and to the right, down a broken 
metal walkway to a fallen mushroom. Climb up the other metal walkway to get to 
the metal dam area. Enter the corridor that leads past the Journey Door and 
continue to the Dock room. Exit the room to the Dock area. Climb down the 
stairs to the left to a wooden walkway. Cross the wooden drawbridge and go up 
the wooden steps. Enter the corridor that leads to the outer Prison cell door. 
To your right should be the open niche. Approach it and click on the link 

You are now in Sharper's spy room. There is a linking book to the bedroom 
above the control room in Teledahn, another linking book (belonging to Phil 
Henderson) that links to a night time Relto, a telescope and Sharper's Hat 
that you can collect to add to your wardrobe. Look through the telescope to 
gain an important clue that you should write down. It looks like a name but it 
is not. Write the sequence BOBOGOOBO. Now go to Phil's Relto book and click on 
the image.

6. Phil's Relto and Kirel Neighborhood

This is Phil's Relto and it is very somber. It appears to be nighttime. You 
will arrive inside the hut. The left bookshelf is filled with linking books. 
The wardrobe is inaccessible. The right bookshelf has a new clothing item, a 
DRC vest, on the lower shelf. Click on it to put it on and add it to your 
wardrobe. Phil's journal is also here. Read it if you want to. When you are 
done, use the Neighborhood book, which is the only one with an up tab on the 
bookshelf (blue spine with yellow spiral motif). This will take you to a new 
neighborhood, the DRC neighborhood, called Kirel.

Upon arriving on Kirel, you will notice that the layout is all changed. Walk 
around for a while to get used to the new surroundings. When you are ready, 
proceed to the Community room. On this one, the pedestal with the button plays 
a recorded message from Dr. Watson. Hear it to learn about the state of the 
restoration effort before it was shut down. When you are done, return to near 
the fountain and proceed to the Nexus room. Be careful not to link out of 
here, you just want to acquire the link, because you are going to do a lot of 
linking in and out of here in just a moment. Place your hand on the slot next 
to the book to add the link to your Nexus. With that done, locate the controls 
for the Garden of Lights.

Remember the sequence you saw through the telescope in Sharper's spy room? 
BOBOGOOBO? You will need to input it here. B stands for Blue light button, O 
for orange and G for green. Press the buttons in the sequence and the door to 
the room next to the classroom (the Egg Room) will become powered up. Go there 
and open it. This room has five central small rooms and in each one of them 
you will find a Bahro Stone to a different portion of Ae'gura. Once you have 
visited all links and added them to your Nexus, the barriers in Ae'gura will 
be opened and allow you to run free through it. The Bahro Stones are 
distributed like this:

            Great Zero Observation    Library Courtyard

Concert Hall                                            Palace Alcove

                             Tokotah Alley

With the exception of the Great Zero Observation (GZO) each time you visit a 
location within Ae'gura insert your hand in the slot next to the link book to 
add that link to your Nexus. Once done, return to Kirel until you have all 
five locations. As these were discovered via Bahro Stone, they will also be 
added to the Ae'gura book on your Relto bookshelf.

7. Ae'gura and the Great Zero

When this is done you can begin the task of calibrating the Great Zero. To do 
this start by going to the GZO, either via Bahro Stone in Kirel Egg Room or 
via link in Ae'gura book. Once there, read the journal to learn a bit more 
about what you need to do and why you need to do it. Well, the why part is 
linked to the clue left by Zandi and found by reading Sharper's journal: you 
need to know where the location corresponding to the 2175; 58; -81 set of 
coordinates is and to do that, you need a minimal functioning KI device.

The quest to calibrate the Great Zero asks you to find 20 markers. A first set 
of 5 represented by Green squares on the KI and then a set of 15 represented 
by Red squares. The ones you pick up for the Green set will not be available 
for the Red set. When you collect the first 5 markers, you need to return to 
the Great Zero Observation to calibrate those and proceed to the next 15 set. 
To collect a marker, click on it when you see it on screen: it's a white ball 
with a red angled line. Your KI will flash and you will hear a beeping sound 
when you are near a marker.

The locations for the available and known markers are the following:

01 - Great Zero Observation
02 - Great Zero Courtyard (1)
03 - Ferry Terminal near link in spot............................ (Ae'gura)
04 - At the end of the Ferry Terminal tunnel, near Bahro Stone .. (Ae'gura)
05 - Near the very end of the Ferry Docks........................ (Ae'gura)
06 - Inside Pub main room (2).................................... (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 - Inside the Museum, right side near the barricades (3)....... (Ae'gura)
10 - Barricade to the Guild Hall................................. (Ae'gura)
11 - First hole in front of Canyon alley (4)..................... (Ae'gura)
12 - Stairway to Concert Hall Foyer, first landing on the right.. (Ae'gura)
13 - Suspended wooden bridge..................................... (Ae'gura)
14 - Left of fork after suspended wooden bridge.................. (Ae'gura)
15 - Right of fork after suspended wooden bridge before stairs... (Ae'gura)
16 - Inside Library, bottom of spiral staircase (5).............. (Ae'gura)
17 - Close to the Waterfall...................................... (Bevin)
18 - Neighborhood balcony........................................ (Bevin)
19 - Inside Classroom............................................ (Kirel)
20 - Center of Garden of Lights.................................. (Kirel)
21 - Right side of inner corridor, before the Community Room..... (Kirel)
22 - Tokotah Rooftop near telescope.............................. (Ae'gura)
23 - Tokotah Rooftop near slit without telescope................. (Ae'gura)
24 - Small balcony overlooking Tokotah, near Palace stairs....... (Ae'gura) 
25 - Baron's Office.............................................. (Ae'gura)

(1) This location and marker will only become available after the first five 
markers have been collected and introduced at the Great Zero Observation 
chamber calibration machine.

(2) The Pub is a location in Ae'gura accessible when you reach the middle 
landing of the Great Stairs. Look for an opening with rubble on the left side 
of the landing with a path leading down. Go down to reach the Pub.

(3) While inside the Museum, take a moment to grab a Relto page that adds star 
objects to Relto. It is found on a stand on the left side of the Museum.

(4) 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.

(5) The only doors that are open are the bottom doors. The upper Library doors 
will not open. Once inside, you can take this opportunity to read a set of 
three journals that are on a table near the entrance to the Library.

Collecting the first 5 markers adds a new location to the Nexus, Rezeero, also 
known as the Great Zero. Collecting 20 markers opens the glass doors at the 
back of the Great Zero.

Once you have access to the Great Zero, check behind a column to the right of 
the stairs when coming down from them. You will find a Relto page that adds an 
Imager to the island.

With the first part of the calibration done, now comes the second part: 
getting the Toran, Distance and Elevation attributes online and then 
activating the Great Zero itself. To activate these, you will need to find 4 
markers. You can only search for one at a time, so you will need to do four 
round trips to the Great Zero.

There are three ways you can discover where the markers are: understanding how 
the coordinates and the Great Zero work (not my cup of tea), having been on 
Prologue and done marker missions while writing down every coordinate you 
found for the markers (I knew the effort would pay off) or wondering around 
all over Ae'gura, related areas and neighborhoods trying to find them by luck. 
There is a fourth way: continue to read the walkthrough and I will tell you 
where to find them. ^_^

Go to the very back of the Great Zero. You will find four calibrating machines 
there. All of them have a set of coordinates, a drawing and a blue button. 
Only three have active blue buttons for now. Start with the left side of the 
room and with the farthest one, which corresponds to the Distance attribute. A 
coordinate set is composed by a Toran value, a Distance value and an Elevation 
value. To start a mission, click on the blue button while the calibrating 
machine is open.

To activate the mission, approach the machine, click on it and then click on 
the blue button. A wheel will start spinning on the right of the screen. The 
coordinate set for this marker is 61131; 71; -84. This corresponds to a place 
within Kadish Gallery. Link to your Relto and from there to Kadish Gallery, 
via link in brown thick book. Get the marker and return to the Great Zero. Go 
to the back room, insert hand in machine and Distance will now be available.

Next, insert hand on the machine next to the Distance one. This is the Toran 
attribute. Coordinate set for this marker is 59863; 57; -77: canyon balcony 
here we go. This balcony is the one that overlooks the canyon alley in 
Ae'gura. Canyon alley is also known as shopping district. Once again, link to 
Relto and from there to canyon balcony via brown linking book. It's the page 
after the one that links to Kadish Gallery. Once on the balcony, click on the 
marker. Return to the Great Zero, and to the back room. Insert hand on machine 
to activate Toran attribute which will then become available.

Now let us go to the right side of the room and activate the Elevation 
attribute. Insert hand on machine and press blue button. The coordinate set 
for the elevation marker is 60143; 1001; -70. This means you will have to go 
to the top of the classroom in the Bevin neighborhood to get it. Thank 
goodness you will not have to do the balcony jump. If you have not gotten the 
link to the rooftop from Eder Kemo, do so now. It is behind the rotating 
obelisk. Once you have it, link to the rooftop. Collect the marker and return 
to the Great Zero. Activate the Elevation attribute. Only one more to go and 
this one will activate the Great Zero itself.

Insert hand on fourth machine. Activate mission with coordinate set 57325; 
110; -79. Not so good, this location is in mid air behind and to the right of 
the Great Library in Ae'gura. You will have to suicide jump to get it and 
click on it while falling. 

Note: several players have emailed me with the alternate way of getting this 
marker. It is possible to get really close to the edge of the courtyard making 
use of first person and third person view modes. Turn off the running mode. It 
is a work of patience, but then again Myst players are nothing if not patient. 
Get as close as you can to the proposed coordinates, and then inch along until 
you get as close as you can to the edge without falling. You will probably 
have to use the sidestep keys. Put the cursor over the marker, and click on it 
when the KI indicator turns red.

When you manage to get the marker return to the Great Zero and insert your 
hand on the final machine. A small scene will play out with a beam of light 
coming from the outside and jumpstarting the Great Zero. KI is now functioning 
and will give you exact coordinates for locations within Ae'gura, near it and 
on both neighborhoods.

While returning to the Nexus link in the Great Zero take a moment to look at a 
holo picture above the arch outside and opposite of the room with the four 
calibrating machines. You will see Yeesha's new journey symbol (a shell) and 
an image of Tokotah Alley. Well, it seems that Zandi's set of coordinates must 
be near that then. Go to the Nexus and link to Tokotah Alley.

8. Great Shaft

Zandi's set of coordinates was 2175; 58; -81. When you link to Tokotah Alley 
you will be extremely close to it. All you need to do is to walk to the 
precipice at the end of the Alley and wait for the blue swiping ray of the 
Great Zero to come by. When it does, the new Yeesha's symbol (Path of the 
Shell) will form in midair. Jump towards it and you will be transported to a 
new location. If you need to return here after, a link is added to the Ae'gura 
(brown) book.

This is the Great Shaft room. There is an empty bookstand with Nexus link 
here, a non functional KI dispenser, a cot in the middle of the room and 
several cots inlaid into the walls. Near the cot in the middle of the room is 
Dr. Watson's journal. It is a very interesting read. The rightmost cot on the 
left wall, with your back to the non functional KI dispenser, has the final 
Relto page: the music player. Don't forget to add it to your Relto book. To 
finish the expansion pack, go outside and follow the spiral ledge down until 
you fall or simply jump into the middle of the shaft. You will see the final 
message for the game and be transported to your Relto.

9. Final Considerations

After seeing the message that states perhaps the ending has not been written, 
don't forget to check out for any goodies you might have missed. See the 
section entitled Expansion Pack Features for a comprehensive guide.

I will try to update this walkthrough as I discover new features or new 
information comes out. Please send me any corrections/contributions that I 
might have missed.

That is it.
Hope you enjoyed my walkthrough and the expansion pack!

--- E. Expansion Pack Features ---

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

    Eder Kemo
      Behind rotating obelisk, links to Bevin classroom rooftop

    Kirel Egg Room
      One inside each small room linking to:
	Ae'gura - Tokotah Alley
	Ae'gura - Palace Alcove
	Ae'gura - Concert Hall Foyer
	Ae'gura - Great Library
	Ae'gura - Great Zero Observation chamber

2. Short Guide to 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. Adds a wooden dock to Relto.

      Inside the Museum, on a book stand on the left wall, adds star objects 
      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.

    Great Shaft
      Link in room, on cot near broken KI dispenser, adds a music player to 
      Relto. Will play any .wav or .ogg sound file that is placed inside the 
      Uru MyMusic folder.

3. Hats and Clothing
    DRC vest
      Phil's Relto: bottom shelf on right bookshelf.

    Hard Hat
      Tokotah Rooftop: basically everywhere you look. There are two versions: 
      a white one with a DRC logo and an orange one.

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

    Sharper's Hat
      Teledahn: to left on the telescope in Sharper's spy room.

    Tie Dye Shirt
      Teledahn: on crates in room with the seventh Journey Cloth above Dock 

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

4. Easter Egg Mode

There's an Easter Egg mode in the expansion pack. To activate it, you first 
need to open up the Egg Room in the Bevin neighborhood and then do a series of 
specific actions. Let us start by opening up the Egg Room in Bevin.

Link to the Bevin Neighborhood, and go to the rail that has the controls for 
the lights in the Light Garden. Press the sequence GOOGGO, where G = Green 
button and O = Orange button. The Egg Room door will now have power. Go there 
and open the door (it's the door near the classroom door). Don't know why this 
code works or why it is the correct one. I found it out in the forums, and it 
seems that the person that originally discovered it just got lucky. I also 
don't know the name of the person that discover it, but if said person 
contacts me I will add that person's name to the contributors list.

Once inside you will find five encrypted messages, one in each of the five 
niches. I have reproduced them here, as well as the decrypted version:

First paper (one message)

 Wjyzws yt ymj qfxy ltfq tk jijw lnwf.  Return to the last goal of eder gira.
 Tshj ymj qnlmy mfx gjjs qny.           Once the light has been lit.
 Yzws tkk ymj qnlmy.                    Turn off the light.

 fghijklmnopqrstuvwxyzabcde             offset +5

Second paper (two messages)

 Wvkm gwc'em kwuxtmbml itt              Once you've completed all
 Wn bpm abmxa,                          Of the steps,
 Twws qvbw bpm zqemv zmuvivb.           Look into the riven remnant.

 Moo uihm qa amb                        Egg maze is set 
 Wvkm gwc tmiem bpm lmamzb,             Once you leave the desert,
 Moo uilm dqtt zmamb.                   Egg maze will reset.

 ijklmnopqrstuvwxyzabcdefgh             offset +8

 Jmrh xli tmppeu vssa mr oehmwl xspiwe. Find the pillar room in kadish tolesa. 
 Wxerh riev xli tvizmsyw ipizexsv.      Stand near the previous elevator. 
 Xyvr sjj xli kpsamrk jpssv efszi.      Turn off the glowing floor above.

 efghijklmnopqrstuvwxyzabcd             offset +4

Third paper (one message)

 Iq vq vjg icjtggugp rqxgt tqqv.        Go to the gahreesen power root.
 Vjg rqxgt owuv dg qp                   The power must be on
 Uvcpf qp vjg rnceg vjcv tckugu         Stand on the place that raises
 Vjg uvqpg                              The stone

 cdefghijklmnopqrstuvwxyzab             offset +2

Fourth paper (two messages)

 Hqwhu wkh whohgdkq sulvrq.             Enter the teledahn prison.
 Fohdu rii jhkq'v idzrulwh              Clear off gehn's favorite
 Sodwh frpsohwhob.                      Plate completely.
 Vwdqg rq lw.                           Stand on it.

 defghijklmnopqrstuvwxyzabc             offset +3

 Rotq zu kjkx qksu.                     Link to eder kemo.
 Mkz euax romnz yuaxik.                 Get your light source.
 Ktzkx znk juux ul znk puaxtke.         Enter the door of the journey.

 ghijklmnopqrstuvwxyzabcdef             offset +6

Fifth paper (two messages)

 Nv av aol klzeya pu aol yhpw.          Go to the desert in the rain.
 Svvr ha aol slma zftivs vm aol         Look at the left symbol of the 
 Vypnpuhs jvkl.                         Original code.
 Zla hss mvby vm aol pthnly av pa.      Set all four of the imager to it.

 hijklmnopqrstuvwxyzabcdefg             offset +7

 Xfbs uif sfxbse pg zfftib.             Wear the reward of yeesha.
 Lffq ju po voujn zpv'sf epof.          Keep it on until you're done.

 bcdefghijklmnopqrstuvwxyza             offset +1

The order in which you should do these actions is linked to the offset used 
for encrypting each message, which means you start off in Relto and end in 
D'ni Riltagamin (Rainy version of the Cleft). I have included the keys and 
offsets of each message to explain how to get to the solution. For those of 
you wondering, the offset is the distance between the normal position of a 
letter in the alphabet and its relative position in the encrypted alphabet.

"Wear the reward of yeesha.
Keep it on until you're done."

  Go to your Relto, open the closet and choose Yeesha's shirt. You have to 
  have it on from beginning to end.

"Go to the gahreesen power root.
The power must be on
Stand on the place that raises
The stone."

  Open Gahreesen book from the book shelf, turn to the page with the initial 
  location of Gahreesen and link there. Go to the second floor and once there 
  make your way to the power room. Stand on the pressure plate that you used 
  to solve the power puzzle and while standing there link to Relto.

"Enter the teledahn prison.
Clear off gehn's favorite
Plate completely.
Stand on it."

  Link to Teledahn and go to the Prison. Gehn's favorite number was five, so 
  make sure plate number five (see diagram below) is completely cleared of any 
  weights and stand on it. Link back to Relto.

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

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

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

           |   | 5

"Find the pillar room in kadish tolesa. 
Stand near the previous elevator. 
Turn off the glowing floor above."

  Link to Kadish Tolesa and go to the pillar puzzle room. Go to the blue 
  button near the elevator that takes you to and from the hexagonal tile room. 
  This is the button that resets the hexagonal tile puzzle, not the pillar 
  puzzle. Press the button and link back to Relto.

"Return to the last goal of eder gira.
Once the light has been lit.
Turn off the light."

  Link to Eder Gira (red book) and go to the last cave where the Journey Cloth 
  was found. Turn off the steam light generator and link back to Relto.

"Link to eder kemo.
Get your light source.
Enter the door of the journey."

  Link to Eder Kemo (green book) and go to the brain tree forest. Collect a 
  swarm of fireflies and make your way to the Journey Door. Open it and enter. 
  Fireflies will go away but don't worry. Continue onwards until you link to 
  the Bahro Cave. From there drop into the hole to link back to Relto.

"Go to the desert in the rain.
Look at the left symbol of the 
Original code.
Set all four of the imager to it."

  Link to the rainy version of the Cleft. You will appear in the projection 
  room. Look to the drawing on the wall with the four symbols. Input the 
  leftmost symbol in all the positions of the projector. You don't need to 
  press the blue button.

"Once you've completed all
Of the steps,
Look into the riven remnant.

Egg maze is set 
Once you leave the desert,
Egg maze will reset."

  Climb out from the cleft and make your way towards the fallen Riven 
  telescope behind the volcano. If all went well, you will be able to look 
  through it, hear Zandi saying "Another one?" and see a picture of the Cyan 
  staff. It is also possible to jump to the other side of the fence using the 
  metal plate to the left of the projector (with your back to the volcano and 
  the fence in front of you). While on the other side of the fence, make your 
  way back and to the left. Continue to do so until you arrive at the fence 
  part that has the gate. Turn your back to the gate and start to go forward. 
  You will eventually spot something at the distance. Keep running towards it 
  to find Zandi on his Zamboni. When you get close enough to it, you will get  
  to drive the Zamboni. Just be careful not to crash because this will end 
  your experience.

  Also, when you are done and link out of the cleft, the puzzle will be reset 
  and you will have to do it all over if you want another go at driving. ^_^
  Doing it all over includes resolving the hexagonal tile room puzzle in 
  Kadish Tolesa and relighting generator in Eder Gira before you start 
  resolving Easter Egg mode.

Note: Upon linking out of Easter Egg mode, the avatar will appear back on 
Relto, frozen in mid air like it is running somewhere. This is a bug that 
hasn't been fixed. You will need to exit from Uru and reload it to have the 
Avatar come back to normal.

--- F. Contributors ---

 - Me. ^_^
 - Dadguy for bringing the Bevin Egg room code to everyone's attention at the 
   GoG forum.
 - MrM3FaN for the clues on decrypting the messages.
 - Pyromethius for noticing an error in my Kirel Egg room code.
 - mistwolf26 for pointing out one of my usual mix ups with the Eders.
 - D. Vaughn Jr., E'nitra and Elara for telling me of their alternate way of 
   getting the marker near the Library.
 - Michael Sebek for sending me corrections to some errors throughout the 
   Walkthrough and suggestions about Easter Egg mode.
 - Minihane for the suggestion about the list of books and where they link to.
 - shadowcats for sending me the correction to the location of the Canyon 
   Alley balcony view link in the Ae'gura book.
 - Andy Hairston for his suggestion on a more precise location for Zandi's 

--- G. 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             (
 - Guild of Greeters    (
 - Uru Forums           (
 - GameSolves           (
 - IGN                  (
 - Gameboomers          (
 -           (
Copyright 2004 Orlando Soares.
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