Uru - Ages Beyond Myst Walkthrough :
This walkthrough for Uru - Ages Beyond Myst [PC] has been posted at 17 May 2010 by maradona and is called "Myst: Uru Complete Chronicles FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up maradona and share this with your freinds. And most important we have 8 other walkthroughs for Uru - Ages Beyond Myst, read them all!
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Walkthrough - Myst: Uru Complete Chronicles FAQ/WalkthroughURU Complete Chronicles Guide storygamer.blogspot.com Comments, praise, criticisms, insults: carlpalmner@gmail.com This is intended as both a supplement to the Uru Complete Chonicles game manual (which leaves a few important things out) and a comprehensive walkthru to the game. This guide assumes that you have either the "Complete Chronicles" version of Uru or the original version with both expansions separately installed (Complete Chronicles is basically the original with the two expansions already integrated into it). If you do not have this fully updated and expanded version of Uru, some of the material in this guide will not be present in your game, as the expansions added new worlds, new stories, and also new content to the existing worlds. You may distribute this guide at your whim provided you DO NOT alter it in any way or sell it. NEWBIES: Read sections 1 and 2 immediately, and DON'T READ THE REST UNTIL YOU'RE EITHER REALLY STUCK OR YOU BEAT THE GAME ONCE! CONTENTS 1. Intro: The Guide to the Guide (spoiler-free!) 2. Gameplay (New to Uru? READ THIS, TRUST ME!) (spoiler-free) A. What This Game Really Is B. Relto C. The KI D. What Order to Do Stuff 3. Walkthru By Area (non-linear guide) A. The Cleft B. Gahreesen C. Teledahn D. Kadish Tolesa E. Eder Gira F. Eder Kemo G. Bahro Soul Cave H. Bevin I. Sharper's Office J. Nexus K. Ae' Gura L. Sharper's Hideout M. Phil's Relto N. Kirel O. Great Zero (Antechamber and Main Chamber) P. The Great Shaft Q. Watcher's Sanctuary (The Great Tree Pub) R. Ahnonay & Ahnonay Gallery S. Er' Cana & The Pellet Cavern T. Bahro Double Cave U. Myst Library V. K'veer 4. Walkthru By Journey (short linear guide) A. To D'ni B. Uru Prime C. Path of the Shell 5. Locations of Stuff A. Journey Cloths and Doors (for Uru Prime) B. Relto Pages C. Bonus Clothing D. "Secret" Areas and Relto Links E. Great Zero Markers (for To D'ni) F. Journals, Notebooks, Notes, Etc. 6. Easter Eggs and Fun Game Secrets 7. Multiplayer Uru: Uru Live and Until Uru 8. Other Random Stuff 1. Intro: The Guide to the Guide Welcome to Uru! If you are like me, you are very confused very early on in this game, and that's why this guide was written. Let me begin with two important cautions for newbies: 1. If you are new, READ SECTIONS 1 AND 2 OF THIS GUIDE IMMEDIATELY, BEFORE PLAYING ANY FARTHER! This will (hopefully) fix all the newbie confusion. 2. If you are new, DO NOT READ ANYTHING AFTER SECTION 2 UNLESS YOU GET STUCK! Reading the whole guide all the way through before playing will ruin your experience, trust me. That being said, this guide should be a good resource if you (a) get really stuck and can't figure out what to do or how to solve a specific puzzle, or (b) beat the game and now you want to go back and get whatever you might have missed the first time through. Since Uru: Complete Chronicles is a very non-linear game, the biggest part of this guide is a walkthru arranged by AREA, telling you what you can do in each area and how to solve the puzzles there. The order of the areas is based on their availability and relevance to each other. For a more linear approach to getting from the beginning of the game to the end, see the second walkthru, where everything is put into a chronological order for you. Finally, if you've beat the game completely and you just want to find out what you might have missed, sections 5 and 6 give quick lists of everything "extra" in the game. The following abbreviations are used frequently, and are here listed with their definitions: Uru CC = Uru: Complete Chonicles (the entire game) Uru Prime, Prime, or Uru ABM: Uru: Ages Beyond Myst, the original Uru Journey. TD: To D'ni, the first Uru expansion game. PotS: Path of the Shell, the second Uru expansion game. DRC: D'ni Restoration Council, a group that was once active in trying to restore the D'ni civilization. GZM: Great Zero Marker, things you collect to beat TD. 2. Gameplay A. What This Game Really Is Uru CC is actually THREE games, not one. These three are seamlessly blended into one humongous one, though. Uru Prime, the original game, is a journey through 5 different worlds (called "Ages" in Myst lingo) in a quest to free a creature called a bahro, which you never get to actually see up close. Uru To D'ni, the first expansion, is a journey into the ruins of the deep underground city of a civilization that created those worlds, in a quest to reactivate an ancient device. Uru Path of the Shell, the final expansion, is a journey to a few new Ages in a quest to learn the identity of that civilization's prophesied savior. To do the Uru Prime Journey, you'll want to focus on the 4 Ages available from the pillars on Relto (see the next section), and the 5th Age accessible from one of those 4 Ages. (These books each move to the left section of the Relto shelf once you've used them once). To do the To D'ni Journey, you'll still need to solve some of the puzzles on the Uru Prime Ages, and then you'll want to focus on the Ages that are made available through the books in the middle section of your Relto shelf (see next section). To do the Path of the Shell Journey, you can ignore everything but the Ages made available through the books in the right section of your Relto shelf (see next section). Uru CC, like all Myst games, is extremely nonlinear. You can start with any of the three journeys, and you can work on two or all three at the same time, and even within each journey you have a lot of options as to what order you want to do everything required to complete the journey. Uru was originally intended to be a multiplayer game, but Uru CC is solely single-player. For information on how to get involved in the multiplayer Uru game(s), see Section 7. Since the basic story about the DRC is included in the game manual, I'm not including it here. Read the manual, it's short! Uru's context in the Myst storyline is as follows: Uru CC takes place about 200 years after Myst 4, placing it in the modern era (actually, around the late 90's - early 2000's). It takes place BEFORE Myst 5, so in a sense Uru is "Myst 4 1/2" B. Relto The manual doesn't really supply a very complete or satisfactory explanation and description of Relto and what you can do with it, so I'm supplying one here. Relto is your own personal Age (world) which you get as a reward for solving the very first area of the game, the Cleft. Relto consists of two things: a world and a book. The world is your base of operations for your gameplay in Uru CC. The book stays on your belt all the time, and you can use it at any time in the game to instantly teleport to the world. The world consists of: 1. 4 pillars. Open these by touching the hand image on each one, and then touch the book inside each one to teleport to the associated Age. Once you've used a book once, it will be magically moved from the pillar onto your Relto Linking Bookshelf. 2. A small hut, inside of which are the following... 3. A Linking Bookshelf (on the left as you enter). Initially there are only 2 books here. Each time you discover a new Age, a book is added to this shelf which will teleport you to that Age. There are three main divisions: the leftmost section contains books associated with Uru Prime, the middle section has books associated with To D'ni, and the rightmost section has books associated with PotS. In addition, sometimes you will discover links to different PARTS of Ages already discovered. When this happens, you won't get a whole new book, but you will get a new page in the existing Age book which will take you to the new location. You can turn pages by moving the mouse to the left or right edges of the book and clicking when it changes appearance. If it doesn't change appearance, than there are no more pages in that direction. NOTE: Some books contain a page without a photo, but instead with either a hand symbol or a shell symbol. Touching this symbol will take you to the last "Journey Cloth" that you touched in that Age. 4. A Normal Bookshelf (on the right as you enter). This shelf contains books which do NOT link to Ages, but rather are normal books that can be read. There is a journal, which you can take with you to write your notes in, two somewhat "poetic" books which describe some of the areas initially available to you (written by the character Yeesha), and a very long series of books on the bottom shelf called "The Prophecies of the Watcher", which are an important part of the PotS storyline. 5. A closet (dead ahead as you enter). Clicking on this brings up the avatar customization screen that you also see at the beginning of the game. Instructions for this screen are in your game manual. 6. A door which opens/closes when clicked on. 7. Two windows which open/close when you pull the lever next to the door. In addition to the hut and the pillars, Relto can eventually contain up to 16 other items which you get by adding "Relto Pages" to your book. You will find these Relto Pages all over Uru CC. The book consists of: 1. A linking panel (photo), which, when clicked, teleports you to Relto (the world). 2. Whatever Relto Pages you have found so far. These can be accessed the same way other pages in other books are accessed--move the mouse to the left or the right sections of the book and if the cursor changes appearance, you can turn the page by clicking. If the Relto Page's symbol is glowing green, it means that Page is "active"--in other words, it is currently adding something to your Relto (like a waterfall or a fireplace). If the symbol is grey, the Page is inactive. Clicking on the symbol activates/deactivates it. In this way you can customize how your Relto looks, by turning off the options you don't like and turning on the ones you do. Relto Pages are "active" when first added. If at any point in the game you fall from a great height towards lava or something else dangerous or just plain nothingness (like the air around Relto itself), you will automatically link back to Relto. NOTE: Relto loads faster the fewer options are turned on, but even with all 16 on, it still loads faster than most of the other Ages in the game. C. The KI The game manual provides no information whatsoever about the KI, which is annoying since it is an essential feature of the game, so I'm providing you with it. The KI is a device you find on the Gahreesen Age--see that section of the walkthru if you're having trouble finding it. Once you get it, it will stay attached to your left hand for the remainder of the game. You bring up the KI by clicking on its symbol next to your Relto Book symbol in the lower left of the screen. Here's what it does: 1. Takes pictures. Either hit F5 at any time once you have the KI or click the lower-right button on the KI. 2. Views pictures you've taken. Click the middle button on the KI. 3. Turns the game sound on or off. Click the button in the middle right of the KI. 4. Can be dragged around the screen. Position the cursor over the lower right of the KI and when the cursor changes appearance, you can click-and-drag the KI. 5. Allows you to use some of the doors on Gahreesen by walking up to them. 6. Allows you to use the Nexus machine by clicking on the symbol on the protruding device there (see the Nexus in the walkthru) 7. Allows you to download "Nexus Links" which can then be used from the Nexus to access various parts of the D'ni city. 8. At a later stage in the game (not right away), the KI will also display your coordinates when travelling in the D'ni city. 9. At a later stage in the game, the KI will also allow you to see and download "Great Zero Markers" in the D'ni city, which help you solve TD. 10. Has further functionality in the multi-player version of Uru, which won't be discussed in detail in this guide. Whatever order you decide to do things in the game, almost every Uru veteran will agree with me that the very first thing you should do (once you get to Relto) is go to Gahreesen and get your KI. D. What Order To Do Stuff As I said before, this is a nonlinear game and so what order you decide to do things in is largely up to you. That being said, most Uru players agree that it is best to do the Journeys one at a time. There are two different recommended orders that I know of for doing the Journeys: mine and everyone else's. My recommended order is the following: To D'ni, Uru Prime, Path of the Shell. The usual recommended order is the following: Uru Prime, To D'ni, Path of the Shell. The reason most people give for the second of these orders is that in order to beat To D'ni, you have to have solved at least a portion of Uru Prime. So, To D'ni is easier to do if you've already done Prime. I can't deny that this is true. However, I would argue that from a STORYLINE perspective, it's better to complete TD first and then Prime. My reason for this is that the TD storyline focuses on the ruined civilization of D'ni. Through this journey, you learn all about their civilization and its downfall. These were the people who wrote the Books leading to the Ages you explore in the other 2 Journeys. Not only does TD set the stage very nicely for Uru Prime, it also leads right into it, ending as it does with a recommendation that the player now take the Prime journey. From a purely story-perspective, it doesn't make a whole lot of sense to go exploring the D'ni city after solving Yeesha's "Uru Prime" journey, but it does make a lot of sense to take Yeesha's journey once you've been to D'ni and explored it to its fullest. In addition, doing TD first makes Prime easier just as doing Prime first makes TD easier. As for PotS, most everyone says to do this one last, and I agree. It provides the logical ending for the entire game, so doing it first would make the rest rather anti-climactic. So, I've given you my argument for doing TD first and the opposing argument for doing Prime first. If you choose to do it my recommended way, you'll need to solve most of Teledahn and a little bit of Kadish Tolesa, Eder Gira, and Eder Kemo in addition to the main TD locations. Of course, this will make Prime that much easier when you start it after beating TD! ;-) 3. Walkthru by Area NOTE: The bonus "secret areas" never have their own section, and are not usually mentioned in the section for the Age where they exist but rather in the section for the Age where you link to them--i.e. if there is a Bahro Stone in Teledahn that links to Eder Gira (which there isn't), that information would be in the Teledahn section, NOT the Eder Gira section. A. The Cleft About This Age: The Cleft is not an Age per se, but a location in New Mexico. It is where Atrus in Myst: The Book of Atrus was raised, and apparently his daughter Yeesha lived here for some time too. How to Get This Age: This is where the game starts. There will not be a Relto-bookshelf Book Linking here, however, until you complete the Uru Prime journey. What to Do In This Age: Before heading towards the volcano, turn around and look behind the sign. On the backside of it is a cloth with a hand symbol on it. This is a Journey Cloth. Touch it. The thumb glows. Now head towards the volcano and veer to the right. To the right of the volcano is a camper with a fat guy sitting in a chair. This is Zandi. Go up to him and listen to everything he says. Now head around to the back of the camper and touch the second Journey Cloth. Keep heading to the right of the volcano and you'll see the Cleft, a famous location in the Myst storyline. Ignore it for now. Keep going in a counter-clockwise circle around the volcano and you'll soon see an odd telecope-like structure (this is a reference to Myst 2: Riven). Continue and you'll see the bones of a large beast (also from Riven, called a whark). The third Journey Cloth is attached to the skeleton. Now go back to the Cleft and notice the windmill (but ignore it since it doesn't matter yet). Go down the ladder. Walk out onto the second walkway and it will collapse, dropping you down to the bottom of the Cleft. Climb the fallen walkway back up to the ledge. In the little alcove here you'll find a letter from Atrus to his daughter Yeesha, and a pair of goggles on the table. You can click on the letter to read it, and click on the goggles to wear them (don't worry, you can take them off once you get to Relto). To get to the other side of the Cleft, you need to drop from this ledge onto the lower one on the opposite side from the lader. First go into the second alcove here to touch the fourth Journey Cloth, then walk across the plank to the opposite ledge, then climb the fallen bridge here and enter the "holo room" (so called because it has a holograph machine). Just to the right of the door as you enter is a wooden plank leaning against the wall. Move against it to shove it out of the way so you can see the designs on the wall. Walk over to the holo machine (across from the door) and click it to get a close-up. You have to make the symbols match the combination shown on the wall by the door. If you haven't messed with it yet, you should only need to click one of the symbols a couple of times to make this happen. Now press the center button and...nothing happens, because the power's not on yet. The windmill controls the power. Walk through the other doorway into the next room and pull the lever located against the contraption to your left. This un-clamps the windmill controls. Now return to the windmill above the cleft, walk up to the long handle, and click it. Once the mill's started, the wind will keep it going. Return to the holo machine in the Cleft and press the button. A holograph of Yeesha will appear. Listen to everything she says and touch the fifth Journey Cloth that she causes to appear. Now close the door that you used to enter (by pressing the button next to it), go into the next room and open the next door the same way you closed the first. Go back around to the outside of the first door (the one that's closed now), and touch the sixth Journey Cloth on the outside of the door. To get the seventh (and last) Cloth, go across the bridge leading from the second door (the one you opened to get the sixth Cloth), jumping over the bridge's gap. Click the foot-pedal on this ledge to drop the wooden bucket to the ground. Jump off the ledge and touch the Cloth on the bucket. Having touched all seven Journey Cloths, you can now open the Journey Door at the end of the Cleft, in the base of the tree, by clicking on the hand symbol on it. Go into the doorway, climb down the ladder, follow the path around to the pedestal, and click the book on the pedestal. This is the Relto Book, and you will now be taken to Relto. Say goodbye to the Cleft, because you won't be seeing it for a while. For a description of the Relto and what you can do there, see section 2B of this guide. After completing the five Uru Prime Ages (Gahreesen, Teledahn, Kadish Tolesa, Eder Gira and Eder Kemo) and finishing the Bahro Soul Cave, you can return to the Cleft by jumping into the star fissure that appears in the middle of your Relto. Once back, there are 3 new things you can do. 1. Go to Zandi's camper. Zandi is gone, but has left you his tie-died shirt, which is more bonus clothing. 2. Get a Relto Page that makes it rain in Relto, by pressing the green button on the basin to the left of the holo machine. I'm not sure, but I think before you can do this you have to do the next thing, which is... 3. Finish Uru Prime. To do this, change the symbols on the holo machine to the ones that you saw in the Bahro Soul Cave (they were on the platforms that you stood on). The symbols must be in the same position relative to each other as they were in the Cave. I would provide the solution here, but it is randomly generated so you'll have to get it yourself in-game. If you didn't write them down, I believe you can go back to the Bahro Cave still by Reltoing out of the Cleft, and returning to any of the four Journey Doors. Once you've entered the appropriate symbols, press the button and you'll get to meet Yeesha. After she's made it rain in the Cleft, climb up the Cleft ladder and watch the volcano, where you will see the Bahro that you freed by returning the totems. A screen pops up indicating that you beat Uru Prime. Once you've done #3 above, a Cleft Book appears on your Relto Linking Bookshelf, with links to both the dry version and the rainy version of the Cleft. Secondly, as your reward for completing the Journey, the Yeesha shirt is added to your wardrobe. B. Gahreesen About This Age: Gahreesen was an Age owned by the D'ni Guild of Maintainers, whose job it was to make sure Ages were stable and safe. It is basically a pair of large stone fortresses that, for some inexplicable reason, rotate. How to Get This Age: Leave the hut on Relto and go to the second pillar on your left, click it, and click the book. After this, the book will be on your Linking Bookshelf and NOT in the pillar. Another part of the Age is accessible from a Bahro Stone behind some crates in a room at the end of the Teledahn Age. What to Do in This Age: After leaving the entrance room, go out into the hallway, turn right, and go into the first room on the right. To the right in one of the little wall-alcoves is a Bahro Stone, a small stone with a picture on it. Touching this stone will Link you to a small balcony with a great view of Bevin. On this balcony is a stone monolith-thing with pictures on it that illustrate Yeesha's history. There are only two ways to leave the balcony--by using your Relto book or by exploiting a bug in the game called the "balcony jump" to get into the rest of Bevin, mentioned in Section 8 of this Guide. For now, just Relto out, notice that a link to this balcony has been added to one of your Linking Books, and link back to Gahreesen via the Book on the shelf. The only other exit from the room with the Bahro Stone leads to a room with a device set against one wall. Clicking the symbol on this structure (known as the Nexus symbol) will give you the KI. Now that you have the KI, the doors on Gahreesen will respond to you, although you have to get the power on for them to open for you. For more information about the KI and what it can do, see section 2C. Facing the KI machine, turn left and go forward through the exit to what is known as the Crevasse Room, for obvious reasons. You can jump into the crevasse to get a Relto Page which adds logs and rocks to your Relto. The only way out of the crevasse (short of hacking the game somehow) is to Relto out and link back to Gahreesen. Back in the Crevasse Room, jumping your way over the rubble at the far end will get you to the first Journey Cloth, which you need to touch. There is another open door in the room--it was immediately to your left after you jumped over the crevice. Go through it, out into the hall, through another open door, and through a crumbled part of the wall into a room with more debris. There are two big locker-like structures on either side of the room, with bars that form ladders you can climb up. Climbing up one of them will take you to Journey Cloth #2. Climbing up the other will take you to a ledge which you can get up to the top of by jumping repeatedly. Once at the top, cross a narrow plank to get to the other side of the room and out into the hallway on the second floor. A large crack here can be entered, from which you can see another large opening with something spinning in it. Walk right up to the spinning thing and keep holding your walk button down as it spins. Eventually an opening will show up in the spinning thing and you will be able to step through into the rotating wall of Gahreesen Now turn around and do the same thing again--walk up to the crack and just keep holding the button down until you come out from a new opening. This one takes you to the Gahreesen Power Room. This puzzle is not difficult intellectually, but it involves timing and speed. First, touch the third Journey Cloth against a wall near the illustrated levers. Next, you need to get the temporary generator going so you can start the permanent generator. Step onto the metal grate that was to the far left when you first entered this room. The nearby metal column begins to slowly raise. Stay in one place until it goes as high as it will go and stops, and then make a beeline for the illustrated levers. You have to be fast, because the column starts descending right away and if it hits the ground at any point now, you'll have to restart this whole puzzle. Click on the very first lever on the left (which will power the gear's foot-pedals), then quickly run back to the metal grate to raise the column to the top again. Now run back to the gear that you were on when you first entered this room, and click on the nearest foot-pedal. Return to the grate and raise the column again. Go click the far foot-pedal, and return to the grate. Now go click the second illustrated lever, and the gear will raise up and begin turning, starting the permanent power. You no longer need to worry about keeping the column raised. Pull the rest of the illustrated levers and, as their illustrations indicate, power will be funneled to all of the doors and basically the rest of Gahreesen. You now have access to this entire building, but there's really nothing else of interest here other than the now-powered elevator leading to the roof. Use either of the doors exiting the Power Room to get back into the second-floor hallway. Note that the interior doors on this floor still will not open for you--in fact, they never open. Every Uru veteran I know is dying to find out what's behind those doors. Find the room you were in before with the plank bridging the gap in the floor, and go back down to the first floor. Now you can follow the outer hallway around and the doors will open for you. There are also two doors in this hallway that are on the outer side of the building--elevators. The one that is lit up still works, the other doesn't. Use the functional elevator by clicking on it. Wow, what a view! Be sure to take some pictures, this is one of the most gorgeous sights in the game. Run down the extended bridge and wait for it to pass near a large rock column. Actually there are two rock columns--you want the one that is about the same level as the bridge and located between the first building and the second, larger building. Jump off the bridge, timing it so you land on the column. If you miss, you'll fall and automatically Relto out. Touch the fourth Journey Cloth here on the column top, and jump onto one of the extended bridges from the bigger building. Run down the length of it and into the Awesome Fortress of Doom. Okay, actually I just made that name up. Here in the Awesome Fortress of Doom are five chambers, accessible from an outer hallway just like the first building. Explore each chamber. In total, you should find: 1. The fifth Journey Cloth 2. A platform that, when stood on, sends a bunch of mechanical rings down and outfits you in a Maintainer uniform (there are actually 2 of these). 3. A journal describing Gahreesen and what it was used for (not important for beating the game, but interesting). 4. A journal describing a game played by Maintainers utilizing a mechanical maze. You cannot access the maze in Uru CC; it is purely a multiplayer feature. 5. A large winged bug-eyed rodent playing with a salad shooter. 6. ...Made you look :-). The other two Journey Cloths are only accessible after you solve nearly all of Teledahn. See the Teledahn section for how to find the Bahro Stone that links to the upper chambers of the Awesome Fortress of Doom. Once you link to the upper chambers from Teledahn, you find yourself in a small prison room. A Relto Page on the pillow adds a waterfall and small lake to your Relto--very cool. The sixth Journey Cloth is also here. Open the manhole and climb down the ladder (Not much of a prison...). There's not much in this level, just find the ladder that leads out and run around the gigantic roof area of the Awesome Fortress of Doom until you find the last Journey Cloth on one of the columns. Now for the Journey Door. You can't get to it from the top level where the last 2 Cloths are, so you'll have to Relto out and link back in through the main link (note that the secondary link to Gahreesen now has a page in your Relto book for easy access if you ever want to come back). Return to the rock column between thetwo buildings, where the fourth Cloth was. You should probably touch this Cloth again, as it will set this as the link-in point for the Cloth symbol in your Gahreesen Linking Book, and if you mess up here you can touch that symbol to return right here to the rock column. Now step down onto the slightly lower ledge of this column and walk around it until you see another rock column a little ways out (you might want to switch to 1st-person mode to see it). Jump out onto that second column. Turn to face the smaller building and look down, and you will see the Journey Door way down below. To get there, you need to do a running jump and get as far out in mid-air as possible (it takes some people several tries, which is why it's convenient to touch the 4th Cloth again first). Touch the Journey Door and walk through it and you will find yourself auto-linked to the Bahro Soul Cave, or D'ni Riltagamin. Congratulations, you've solved Gahreesen. C. Teledahn About This Age: Teledahn was a resource Age for the D'ni. When the DRC started their restoration project, they delegated responsibility for Teledahn to a non-DRC explorer named Douglas Sharper, who managed the place until the collapse of the DRC. It's also known as the "Giant Mushroom Age" by many explorers. How to Get This Age: Teledahn is available from Relto. From the hut, open the pillar nearest you on the right by clicking the hand symbol on it, then click the book. You can also access to smaller areas of Teledahn from a Bahro Stone in Sharper's Office and a Bahro Stone at the Ferry Terminal in Ae'Gura, respectively. Note that once you've been to Teledahn once, the book will be on your Linking Bookshelf, NOT in the pillar. What to do in This Age: Teledahn is important both to the Uru Prime Journey and to the To D'ni Journey. When you first Link here, you will be inside a small hut with a grate that cannot be opened. An elevator outside appears to be non-functional. The first Journey Cloth is located on the outside of the hut, in the back. Follow the catwalk around and through the large crack to see Teledahn in all its glory. Ok, it's not that glorious, its just exotic in kind of an ugly way. I'm not sure why this is the Age on all the ads and the box for Uru. Anyway, follow the catwalk until you get to the large contraption on the left side--a non-functional telescope. The button on the telescope has the D'ni number 3 on it, so press it 3 times and the scope will go up. Now you can click the viewer to see through the scope. Experiment with the four controls to see how the thing works--you can accelerate/decelerate up, down, left, and right. Note that the sun is moving very rapidly, and that whenever it passes through the scope's central circle you can here machinery starting for a moment. You have to make the telescope track the sun to keep the Age powered. The sun moves (I think) at a rate of one click on the up-button and three or four clicks on the left-button, but you will have to manipulate the telescope much more than that just to get it lined up with the sun in the first place. Once you have the telescope tracking the sun, the levers around the telescope become powered. There are three of them--go ahead and pull all three--but one is broken, which is fine. Continue along the catwalk. With the levers pulled and the Age powered you're ready for a ride in the big metal basket located at the very end of the catwalk. First pull the lever, and note that you can now here a clicking noise. You have I think 12 clicks before the basket will start to move, so you have enough time to get there but don't dally. To get in the basket, simply walk up to the portion of the railing right in front of it that curves in a little. Your avatar will automatically jump into the basket and (if you did it in time) the basket will take you on a scenic ride through Teledahn and drop you unceremoniously in the Control Chamber. Several things are of note in the Control Chamber. First, there are two telescope you can look through. Second, the number two Journey Cloth is on the wall between them. Third is the Command Chair, as I call it. It's located directly across from where you land. Sit in it (by clicking) and adjust the controls. The most important ones are the slow-moving lever on the left and the small switch on the lower right. Click the lever first and watch as it slowly sinks down. This is lowering the water level beneath the original hut. Now click the small switch, which unlocks the grate there (you cannot unlock it until you lower the water). The other controls are for fun only--they start and stop the baskets, turn the lights on, and determine whether the baskets move in a repeating loop or just do one rotation. Finally, the elevator is here, to your right if you are sitting in the Command Chair. Click the pedal next to it to unlock it. The button outside the elevator calls it to your level--not necessary since it's already here. The two buttons inside the elevator control it--the one on the left takes you down, the one on the right takes you up. Go up first. Welcome to Sharper's Teledahn Office. There is a Journey Cloth to the left of the desk, and a Relto Page to the left of the aquarium which alters the roof of your Relto hut. There are various objects you can view up close on the desk, and you can open the windows by pulling the small lever. Of primary interest is the note on the desk about the safe that Sharper apparently ordered. Apparently it's part of the aquarium and all you have to do is hold down the button for at least 3 seconds. Walk over to the aquarium, click the button and hold it for three seconds or more. When you let go, the bottom will slide up revealing a Linking Book to Sharper's Office (in D'ni). You can go there now if you want--it has a Linking Book back to this spot--or you can continue exploring the Age. The second important thing on Sharper's desk is a diagram showing seven squares with numbers. You should copy this down or memorize it. Take the eleveator down to the Control Chamber and then down again and you will find yourself back where you started. Return to the hut and open the grate, which you unlocked from the Command. Climb down the ladder to a big basin area, go around the center to another ladder and go down again. Now you are in a big underground pipe. Run down it (well, UP it really) until you come to a broken section on your right. Pass through this and up the stairs to what is known as the Slave Chambers. The Slave Chambers consist of the fourth Journey Cloth (on the wall to your right as you enter), seven plates in the ground, lots of debris, two closed gates, and what appears to be some kind of control system on the opposite wall. Look through the gates and note that the second, fourth, sixth and seventh wall-plates are turned up and colored orange, while the others are down and grey. Remember the diagram in Sharper's office? You have to have the floor plates pressed down that correspond to the wall plates. So, you need to push debris onto plates numbered 2, 4, 6 and 7. From Sharper's diagram you can see that these are the four plates closest to the gates (two on the right, two on the left). Push debris onto each of these four plates, make sure the debris is really on the plate and that it is pushed down, and the gates should open. Now the final gate, on the other side of the room, has closed. Through it you can see an alcove with a Linking Book if you are observant. Pull any of the levers by a wall-plate and thhis gate will open, but the gates behind you will close and the alcove with the Book will close as well. Remember that if you Link back in and somehow end up back on the other side of the Slave Chamber, you will have to make the pressed floor-plates correspond to the new configuration of wall-plates (so if you turned number 2 off to get the third gate open, you will have to kick the debris off of plate 2 to open the first 2 gates, or if you turned number 5 on, you will have to push something onto floor-plate 5). The Linking Book is now inaccessible, so don't worry about it yet. Follow the path up and out of the cavern and down the walkway until you come to a raised bridge. Pulling the lever doesn't seem to do any good. Maybe you should try a move old-fashioned way--a running jump into the bridge. It comes down halfway. Now pull the lever and it goes down the rest of the way. Follow the path now to what is referred to in Sharper's journal as the "back of Teledahn". The fifth Journey Cloth is located along the outside wall of the big mound to your right. Jump up on the crates and onto the ledge, then over the doorway-gap and follow the ledge around to the Cloth. It is now possible to do one of two things--finish Teledahn or go back and get to that alcove Linking Book. Of course you will want to do both eventually, but it's up to you what order. Here's how to get to the Linking Book: First, make sure the last Journey Cloth you pressed is on THIS side of the Slave Chamber (the fifth one on the side of the mound is probably best). Now, return to the wall-panels in the Slave Chamber. You turned one of them either on or off to continue out of this Chamber originally--turn that one back off or back on. If you haven't moved any more debris around on the other side of the two gates, then you should have the wall-plates 2, 4, 6 and 7 turned on and those two gates will open, closing the third and re-opening the Book alcove. Now, use your Relto Book to leave Teledahn, go to your Linking Bookshelf and open the Teledahn Book, and touch the Journey Bookmark (if you see the Linking Panel when you open it, you'll have to flip it back a page to see the Bookmark). This will place you on the other side of the now-closed gate. Return to that gate and voila! The Linking Book is accessible. Using it will take you to Sharper's Hideout (and add that Link to your D'ni Linking Book in Relto), where you can continue the To D'ni quest. Now, to finish Teledahn. Starting from the fifth Journey Cloth, go back down to where the crates are that you jumped up on, and go through the door in the mound. This appears to be some kind of storage room. A Bahro Stone behind some crates leads to the roof of Gahreesen--don't go there yet unless you are here to finish Gahreesen. To finish Teledahn, you need to go up the stairs and through the door, leading you to a path with the Journey Door at its center and the 6th Cloth across from it. Touch the Cloth and continue down the path. Follow the catwalk down to the strange viewing machine. This is actually a gun, believe it or not. The controls are similar to the telescope's, except that they don't increase or decrease acceleration, but rather the gun moves when you hold the buttons down and stops completely when you let go (makes aiming a lot easier). The little slider controls the zoom level and the other control shoots the gun. Aim the gun back towards the ledge with the 5th Cloth and you'll notice three bags hanging from ropes. Shooting the middle sack will cause a ladder to come down, and if you want you can shoot the other two as well. Return to where you touched the fifth Cloth and climb the ladder to the final room of Teledahn. Here in the final room is the last Journey Cloth, as well as a tie-die shirt you can take. You can also follow the path downward to open a secret door into the area with the Bahro Stone, or follow the other path to where you can (1) pull a lever to lower the watergate and (2) Head down a broken catwalk and do a standing jump on the end (STANDING, not running) to make the catwalk bend down to a mushroom, making it so you can go quickly from the first part of this Age to the second. With all seven Cloths pressed you can now use the Journey Door and go to the Bahro Soul Cave. SIDE NOTE: FEEDING SHROOMIE. Sharper's Journal in the "Sharper's Office" location on D'ni mentions a creature he calls Shroomie, and it's not difficult to figure out that the two machines located near the gun and near the bridge you have to jump into, respectively, are feeders for Shroomie. If you lower the watergate and operate both feeders several times, you can catch a glimpse of Shroomie out in the water from the second feeder (near the gun). Sometimes she even comes in close, but I don't think the game allows you to shoot her. I only know about this from other players--I have never succeeded in getting her to come out. It takes a lot of patience. D. Kadish Tolesa About This Age: Kadish Tolesa was a private Age owned by a very prideful and arrogant D'ni guildmaster named Kadish, who lived just before the fall of D'ni and attempted to convince everyone that he was the prophesied Grower. This is probably the most popular Age for Uru veterans, and with good reason--it is one of the most beautiful areas in the game. How to Get This Age: Kadish Tolesa is located in the far right pillar if you are walking out of the hut on Relto. Click the pillar, then click the book that appears when the pillar opens. In the future this book will be on your Linking Bookshelf instead of in this pillar. After you complete PotS, a new page will appear in your Kadish Tolesa Book which will link to an "alternate" version of the Age. What to do in This Age: Aside from a secret area related to PotS and a Bahro Stone needed for TD, this Age is purely an Uru Prime Journey-related Age, which means you are prime-arily here to pick up Juorney Cloths. Get it, prime-arily? Get it? Get...oh, never mind. Go left when you first show up in the Age and you'll eventually come to a wide open area with a big platform in the middle. Before going up the platform, follow the path around it to the first Journey Cloth. Up on the platform are two items of interest: A strange telescope-like machine and a Linking Book. Use the Book to arrive in Kadish Gallery, a location in Ae'Gura only reachable from here with the coolest music in the game. All of the solutions to all of the Kadish Tolesa puzzles are located right here if you know what to look for. You should take KI shots of: the spinning disc on the wall, the set of three circles in a vertical line on the wall (with designs in each), the weird circular picture with lines and light and dark patches, and the rotating pedestals. In fact you should probably get 3 pictures of the rotating pedestals--one each of each of the 3 faces that appear on them. Then use the Linking Book here to return to Kadish Tolesa. Now use the telescope. Notice anything? It looks a lot like the designs in those three vertical circles you took a picture of in the Gallery. View your KI-shot to see what they look like. Close examination will reveal that this telescope most resembles the top circle, but with the pieces all moved around wrong. Use the telescope again and note the three controls on the bottom. One turns the whole thing, one turns about 2/3 of it, and one turns the last 1/3. You have to turn these pieces until the picture looks like the top design of the Gallery circle. If you haven't touched a single control yet, pressing the left on 4 times, the middle one once, and the right one 5 times will give the solution. NOTE: If at any point you can't get one of these telescope puzzles solved and you've already moved it around a little so as to make following my instructions pointless, you can always reset the Age by going back to Relto and pressing the little D'ni zero at the bottom of the book (square with a central dot). You're early enough in teh Age that it won't make much difference. Now go back to where you Linked in and take the other path, the one that was originally to the right. Follow it and veer left to get to a similar platform with a similar telescope. The second Journey Cloth is down on one side of the platform, and there is a Bahro Stone on the other side leading to the balcony above the Shopping District in Ae'Gura. Note that if you Link there now, it will add a link to your Ae'Gura Book on Relto, but you will also have to get out via your Relto Book and then Link back to Kadish Tolesa. You will need to go to that balcony at some point in TD, so it might be beneficial to go ahead and grab the link now. The second telescope corresponds to the middle circle from the Gallery, and if you havent touched anything you can solve it just by hitting the far-right button three times. Go back out of this little area and head straight ahead to the last telescope, corresponding to the bottom circle from the Gallery. Pressing the left one 3 times, the middle one 7, and the right one 3 will solve this one. You will know you've solved all three correctly if a door opens in the tree far ahead of you in a straight line (the last telescope is focused on it so you can't miss it if you solved it on the first try). Head through the door in that tree, and press the blue button you see on a small stand. Oops, that reset the puzzle and closed the door! Well, that's okay, because now we know what the blue buttons do for future reference, AND we've made the third Cloth available inside the room you just passed through--it is now showing through the closed doorway. Keep going until you come to a winding staircase leading down into a big room with a door at the end. Hmmm, the lines on the floor look a lot like the lines on the strange circular design you took a picture of in the Gallery. Note the five buttons, which match up to five small dots on the outside of the circle. If you press the ones lit up in that picture, you'll be pressing the second one you come to, the third, and the fifth. The patches that light up will make the floor look exactly like the weird design. The design also had one other dot on it--go stand where that dot would be and you will see that there is a winding path of dark patches leading from here to the center. If you follow it--without touching any light patches--you will trigger the stairs to open up that lead to the next level. Apparently the door that you can see here in this room was nothing but a red herring. Go down the stairs and keep going until you come to a breathtaking view of Kadish Tolesa. Head left and you'll soon see a small set of stairs. Before ascending, jump over the big gap to the other small area and collect the Relto Page there, which adds a new tree to your Relto. This tree will slowly start to grow over time, in stages, and is one of the most beloved Pages for Uru fans. Jump back over the gap and go up the stairs. You are now at the pyramid. Go around to the right of it and look at the middle wall, where you will see a small alcove with the fourth Cloth. Then go back to the front and enter the Pyramid. Press the button and the floor will light up, but it has to charge up a bit before it will be useful. So go around and explore outside the Pyramid for two or three minutes; that ought to be enough time. Return and press the button again and the roof will close, causing the tiles to light up further and show new symbols. This Age is obsessed with trees, and so was Kadish Gallery, so let's focus on the tree symbol. There's one down on the right from the button-platform, so go around and down to that hexagon. If you examine the floor you can see a winding path of tree-symbols leading from this hexagon to the hexagon in the center of the other end of the floor. The path looks sort of like this: / | / | \/\ | \ Starting from the bottom, follow that path to the top. If you did it correctly, the final tile will turn into an elevator that regularly goes up and down. Stand on it, wait for it to hit the bottom, and quickly walk out. Off to the right against a wall is the 5th Cloth. Now if you keep going you will come to a room with 4 levers and four huge hexagons leading to a dead end. Experiment with the levers and you will see that each raises a different hexagon. Before you do anything else you want to get that 6th Cloth. Numbering the levers from left to right, pull lever 2 once, lever 3 three times, and lever 4 four times. No other combination will work because of the lengths of the ladders on each column. Climb the ladders and make your way all the way across to the last hexagonal column, touch the Cloth, |
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