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Er’cana — Walkthrough
Written by Web Team   

This walkthrough is for Myst Online: Uru Live

What is there to do in Er’cana?
Where are the Journey Cloths?    | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
What rewards are there to collect in Er’cana?  | 1  |  2  |
I am on a large piece of machinery or vehicle. How do I make it move?
I moved the machinery to the other end of the track, now what do I do?
I have climbed down a ladder and want to leave the room I entered, but the tram is in the way. What should I do?
I am in the facility where I can see four cylinders that are full of water. What should I do?
I pressed the button on the elevator, but it doesn’t go all the way up. What’s wrong?
I am in a circular room with objects that look like spotlights. What should I do?
What is the recipe for a good batch of pellets?
Recording Your Pellet Score on a Bevin Imager
Map of pellet processing facility    |    Videos of different pellets recipes

Er’cana book as it appears on your Relto bookshelf

Relto Bookshelf


From Wikipedia: The Age of Er’cana was one of many written by the D’ni to serve as harvest, or food Ages, meant to feed the civilization of the D’ni in the Great Cavern. Its architecture is mainly representative of Industrial usage, with large storage buildings, as well as what appears to be a transportation system for what would have been the huge amounts of food grown on the Age.

We do not know who wrote the Age of Er’cana, but we do know that Guild Master Kadish engineered its factory. Guild Master Kadish was a member of the Guild of Writers for a time, but he was dismissed from it for reasons that we do not know. While he was a member of the Guild he wrote the Age of Kadish Tolesa where he hid and protected things of great value to him. In addition to engineering the factory on Er’cana, Kadish also worked on Ahnonay.

Er'cana is an Age you can explore alone or together with friends. You will find its linking book in an alcove in The Watcher’s Pub. There is a DRC notebook in the same alcove that you should read for the information it provides about Kadish, The Watcher, The Grower and a possible connection to the Age of Ahnonay.

Your objectives in Er'cana are to create pellets for various purposes, and to collect another Bahro wedge for your Relto by creating and walking through a portal. The portal develops as you touch each of the seven journey cloths. It does not matter in which order you touch them, but remember when you press a Journey Cloth bookmark in a linking book on your Relto shelf you will always link to the location of the last Journey Cloth you touched in an Age. For reasons that are apparent later you will want that Journey Cloth to be the one that is located in the last room you reach on Er'cana. As with all Uru Ages you need to pay attention to details and be patient.

Linking to Er’cana

You link into a narrow stream channel where water once flowed toward a river.  

Linking to Er’cana

Up the channel in a shallow pool of water there is a cluster of plants that are adapted to the arid conditions in this part of Er'cana. A Relto page for these plants is attached to one of them.

Tall plants

Tall plants Relto page

Down the channel you enter a dry riverbed in a deep canyon. The canyon walls appear to be made of layered sedimentary rock, probably sandstone and sandy shale. Sandy shale is softer than sandstone and it erodes more easily and so those layers have been undercut by flowing water forming an indentation in the canyon wall. A rusty metal track runs down the center of the canyon. 

Turn right at this intersection and walk to a large metal building that blocks one end of the canyon. A vehicle is parked on the track with a ladder that extends to the ground. The vehicle is a harvester used to carry grain from this end of the canyon to the mill and pellet processing plant at the other end of the canyon. Before climbing the ladder look for Journey Cloth (1) on the wall of the building.

Journey Cloth 1

The Harvester

Climb the ladder and explore the vehicle.


The harvester has two sections coupled together. The larger section has two long cutting arms, a large storage chamber and a pipe that delivers a portion of the harvested crop to the smaller section, called by some the hopper and by others the tram. The tram separates from the larger section to enter the processing facility. The harvester’s controls are to the left at the top of the ladder. The handle in the center determines the direction the harvester moves, the lever on the left (does not operate now) raises and lowers the cutting arms, the lever on the right sets it in motion, and the blue button is used to recall the tram from inside the processing facility to reconnect it to the larger section.

Move the handle and the right lever to set the harvester in motion and hang on! You have time to look around to get the lay of the land as you move along the track, finally stopping at a large building blocking the other end of the canyon. A windmill and other structures rise above it. The facility is a series of buildings connected by metal walkways that you will take to your destination at the pellet machine. There is a second track on your right as you face the building. Climb down to the ground to explore the outside of the building and the other track.

Harvester in motion

Harvester docked

Journey Cloth (2) is on the face of this structure between two stairways.

Journey Cloth 2

Journey Cloth (3) is attached to a support piling for the second track near a short side channel.

Journey Cloth 3

Journey Cloth (4) is on the rock wall at the end of the channel. If you have touched any of the Journey Cloths a white, floating glyph is present near Journey Cloth 4, the beginning of Er’cana’s portal. Press the Journey Cloth and turn to see another segment added to the glyph; then continue your exploration. A little farther on a deep gully crosses the riverbed. Something has damaged the track here and sections of it have fallen into the gully. You can’t go any farther in this direction so return to the harvester, climb aboard and look around some more.

Journey Cloth 4

The Tram and the Tram Docking Area

There is another control lever on the harvester at the end closest to the building. When you pull it the two sections of the harvester separate. The smaller section, the tram, moves into the building with you aboard while the larger section stays behind. When the tram docks, leave it and explore this area.

Harverster docked

Journey Cloth (5) is on a column near the dock. Stairs lead outside to a view of the windmill and the next area of the facility including three of four large conduits, a stagnant pond, and broken metal walkways.

Journey Cloth 5

There is a doorway at the base of the windmill, but no way to get to it from here. Back inside, locate a ladder and climb down to a lower level. 

The two ways out of this level are up the ladder the way you came, and through a doorway at the end of a short ramp, but the hull of the tram blocks your way. You will have to move the tram before you can proceed by returning to it, getting back on board, pulling the lever to set it in motion and getting quickly off of it. Before pulling the lever, get ready to back up several steps onto the dock. You will not have time to turn around and walk forward before the gate closes and the tram starts to move. You can bring the tram back into the building by pressing the blue-gray button on the small console at the dock. 

Climb down the ladder and return to the doorway. Now you can see a ladder to take you farther down into the building.

Ladder down/Switch

Before descending, turn on the lights with a power switch on the wall behind you. At the bottom of the ladder, turn and walk to the other end of the tunnel, climb the ladder and turn on the lights using the switch on the wall.

Switch 2

You enter a room similar to the one you just left. Climb the ladder to an upper level and take stairs outside. From here you see two more conduits and a metal walkway that leads to the entrance at the base of the windmill. Enter the structure.

The Mill Wheel Room

There are three large mill wheels in the center of the room and three more doors in addition to the one you entered. Two doors lead directly to the outside and one door leads to a long set of stairs.

Mill Room

There is a power switch on one side of that door and Journey Cloth (6) is on the other side of it. Turn on the power and the mill wheels and windmill begin to turn. Explore the areas that are accessible via the three doors and note what you find.

Mill Room/Journey 6

Two doors lead to the conduits you saw from the tram docking area. Explore what lies through each door. As you face the mill wheels from the door with the journey cloth, the door on the right leads to two conduits with grates over them. You can see a Relto page in one of them.

From the same starting position the door on the left leads to two more conduits one of which has a damaged grate that provides access to it. Enter it and run to the other end where a closed hatch prevents you from going farther. The next tasks are to find ways to get to the Relto page and open the hatch on this conduit.

Broken grate

 Return to the mill wheel room and climb the stairs through the door near the Journey Cloth.

The Facility Control Room

Plan display hologram

The facility’s control room is halfway up the stairs. On the right is a diagram that shows the layout with the three mill wheels near the center. There is a control panel on the opposite wall.


Before doing anything with the controls walk the rest of the way upstairs and look around. The stairs lead to a containment area where there are four large vats with rotating blades. One vat is full of water (far left), two of them have some water in them (nearby left and right) and the fourth one is empty (far right).


The walkway straight ahead leads to another building that is inaccessible because the walkway has collapsed. You'll have to find another way to get there. Walk to a nearby vat and look down to and see: a ladder with a closed hatch and the end of a conduit also with a closed hatch. All four vats are set up the same way. The vats and their conduits give you access to the Relto page and a way to bypass the damaged walkway.

Hatch closed

Return to the control display, click on the chair to sit down and then click on the lighted blue button on the lower left. The panel moves to display another area of the facility where you will see the mill wheels turning. Click again to display the area that includes the four vats.

When you reach this area of the display, four numbered buttons appear on the left and, when you click on a button, three touch buttons appear on the right. When you move your mouse over a touch button the cursor changes to a bulls eye indicating that you can click on it to make something happen. Click on a button (left side), then click on the touch button for the mixer blades (right side) and observe that one of them stops. Experiment with the buttons to learn which one controls each vat. The blue touch buttons open and close hatches on the conduits. Blue indicates a conduit hatch is closed. The red touch buttons control hatches on the ladders. Red indicates a ladder hatch is closed.

Vats default settings

Getting the Relto Page

Experimentation shows that button #2 controls the vat and conduit associated with the Relto page , and that the vat is the located to the left at the top of the stairs. Stop the mixer blades, empty the vat by opening the conduit hatch and open the ladder hatch. Go up the stairs, turn left, go down the ladder and run through the conduit until you reach the grate and the Relto page.  Click on the Relto page to collect a set of fire marbles for your hut, then return to the control room to restore the original settings for the vat.

Fire Marbles Relto Page

Vats controls

Getting Beyond the Damaged Walkway 

Next you need to open the hatch on the conduit with the damaged grate.  After doing that you will be able to run through it, climb out of the vat beyond the damaged walkway and enter the next building. Experimentation shows that button #4 controls objects associated with that vat. Stop the mixer blades and open the conduit and ladder hatches.

Vats controls

 Before leaving the control room, press the lighted blue button (lower left) one more time to display the last section of the facility.

Ovens controls

You will see four circles; two of which are tan. Pressing a numbered button (left side) makes a tan touch button appear on the right. Press the circle and observe the result. Restore this area of the display to its original state before getting up and moving on. As noted above by this time you should have stopped the mixer blades and opened the ladder and conduit hatches that are controlled by button #4.

You are ready to move on. Return to the conduit with the damaged grate by going downstairs to the mill wheel room and using the doorway to the left. Enter the conduit, run to the other end and climb the ladder to the top of the vat. You have bypassed the broken walkway so now you can enter the next building.

The Pellet Oven Control Room

Ovens controls room

After entering this area stop to look around and up. This room has several devices resembling large spotlights with view scopes next to them. There is a power switch at the entrance on the right and a doorway at the far end that leads to another part of the facility. In the center there is a metal walkway with a control console and above you there are four platforms and two doors.  Walk out the door at the far end to get a look at the area beyond. The walkway is damaged so you cannot go all the way, but look closely to see Journey Cloth (7) and a ladder in the passageway. There is a metal walkway overhead.

View to the Pellet oven room

Beyond there is a large piece of machinery and next to it there is a bahro link stone and a linking book.  You will have use the overhead walkway to get to it.

Return to the place where you entered the room with the “spotlights” and turn on the power (switch is on the right as you face the center of the room) lighting red lights at two view scopes and a white light at the console. Above you two of the platforms rotate, the one on the far right and the one on near left. If you look through the scopes you’ll see that each one has three scales with pointers; one for time (left), one for weight and one for temperature (right). Two of them are dark because there is no power to them at present. You willl come back to these devices after finding a way to reach the next area.

Oven gauges (default)

Pressing the white button on the console reveals that you are on an elevator that begins to rise. It goes up nearly to the level of the platforms, but then descends. Look up in first person view (right mouse button) and note the orientation of the platforms — two of them are convex outward and two of them are concave outward.


The two that are convex outward prevent the elevator from going all the way up. They are the two that rotated when you turned on the power. Turning off the power to them should make them rotate back to a concave outward position and allow the elevator to rise all the way.

Return to the facility control room via the vat and the conduit, and move the control panel display so you can see the tan or black circles representing the platforms and view scopes. Note that the two that rotated (far right and near left) are shaded tan while the two that remained stationary are black. The platforms represented by tan circles have power and will be convex outward; the platforms represented by black circles do not have power and will be concave outward.

Click on tan touch buttons to remove color from all four circles cutting power to the platforms. Return to the elevator via the conduit and the vat and look up. All of the platforms are concave outward. Press the white console button to take the elevator all the way up, leave this building and take the overhead walkway to the next one. The view from the top is stunning. You are standing at the top of a dam that impounds melt water from snowfields on the mountains beyond to form a large lake. To the left of the tallest peak you can see a U-shaped valley, the typical shape of valleys that have been scoured by glaciers.

Mountain view

On the corner of platform you will find a bundle that includes a backpack, a long-sleeved jersey and a vest.

Backpack bundle

The Pellet Oven Room

Climb down the ladder, press the Journey Cloth (7) and explore this area.

Journey Cloth 7

From this side you can click on a piece of the building that has fallen onto the walkway to move it and form a bridge over the damaged section to give you easy passage between the two rooms. Move it now. 

Move the rock video. Click here.

The large cylindrical machine in this room contains molds that form the pellets. A dark blue button and a lever are associated with it. Neither one does anything because they need power that they do not have.

To the right of the blue button there is a stand on which rest a bahro stone and a linking book.

Pellets room

Use each of them to see where they lead.

The Linking Book

The linking book takes you to a location in the city known as D’ni Ashem’en, named in honor of Me’emen’s son Ashem, a Healer who died from a disease caught while investigating a new Age for safety. This location appears on your KI as the Er’canacitysilo, and it is called Uran on the Age list at the DRC website.

Silo (D’ni A’shemen)

You are on a platform above water. The device near the railing is used to test pellets. If you take the ladder up you can see a portion of the cavern beyond the silo walls. There is nothing to do here for now, so link back to Er’cana. 

The Bahro Stone

Bahro Cave Drawings

The Bahro Stone takes you to a cave where there are three petroglyphs on the wall. The glyphs are the clues for starting the pellet ovens. Notice that in the center of each glyph there is a sketch of the symbol that appears below one of the scales you saw looking through the view scopes. Around the perimeter there are lines. Count them or take KI shots of them to take back with you as they tell you where on the scale to set each pointer.

There are other things to notice about this Bahro cave. It has a hole in the center where you can see a shimmering blue color. Look into the hole and you may be able to tell that you are on the upper level of a cave that is at least two-stories high; making this cave different from others you have seen in Uru. The light in its ceiling is different from others, too.

After making note of these observations, use your Relto book to leave the cave. Touch the Journey Cloth bookmark in your Er’cana book to go back to the pellet room, then climb the ladder and take the elevator down to the oven control room. You won’t need to use it again now that you’ve created a bridge on the damaged walkway.

Finishing Up

Finally you are ready to make and test a batch of pellets that will nourish the algae that illuminate the lake and cavern. They do that by converting chemical energy into light energy when they metabolize nutrients in the pellets. The light is called bioluminescence.

On June 27, 2007 the DRC sent explorers the following KI-mail.

DRC Message

KImail subject: Er’cana Pellets

As many of you have already discovered, the Age of Er’cana provides a way for you to contribute to another aspect of the restoration. The pellets made in Er’cana can be used to provide nutrients to the algae that is [are] responsible for the light that the lake in the Cavern emits.

We have conducted extensive tests with the algae and have concluded the “feeding” will gradually make it healthier. Given enough time and nutrients, the algae may even return to the cycle it once had before the Fall of D’ni.

Be aware that this process will likely take many months. The algae has been mostly dormant for almost two hundred years. It will not be restored overnight.

Also be aware that certain recipes can actually damage the algae. If you see steam or bubbles or worse, then that recipe is doing more harm than good. Please eject the rest of the pellets of the recipe and try another recipe.

The best pellets will result in a bright orange glow.

Thank you in advance for your contributions to this effort.


According to the DRC KI-mail one objective in Er’cana is to create pellets to nourish the algae that illuminate the lake and cavern. They do that by converting chemical energy into light energy when they metabolize nutrients in the pellets. The light they produce is called bioluminescence. According to the KI-mail you need to bake pellets that produce a bright orange glow when they are tested in the silo.

Inside the oven control room go to a view scope. It is dark and will need power that is turned on and off by the same tan touch buttons that are used for the elevator platforms. This means going back to the facility control room and touching each tan diagram to fill the circles.

Returning to the scopes you’ll see they are lighted now and you can move the pointers. Look at your notes or at your KI pictures and set the pointers to match the numbers in the petroglyphs: 40 for time (left), 30 for weight (middle) and 20 for temperature (right). The scale of each pointer is the same. Red lines represent a value of 1; black lines mark increments of 5. Set all of the devices to the same numbers. When you have done that a yellow button lights on the lower right. Click on it to start the timer for the pellet ovens. The pellets will not be ready until the timer winds all the way down. If you watch the timer for a while you will see that it moves very, very slowly. It takes four hours to make a batch of pellets using 40 for time as each 5-unit mark on the scale for time represents 30 minutes. You do not have to stay in Er’cana or even online while the pellets bake. The oven timer will turn off the ovens and the baked pellets will not deteriorate over time.

Oven settings_ON

At this point you can choose between continuing to work on pellets and walking through Er’cana’s portal.

Er’cana’s Portal

By the time you reach the pellet room you have touched Er’cana’s seven Journey Cloths, and the glyph for the portal is complete. You can go to it by retracing your steps through the pellet-making facility or by linking to Relto and returning Er’cana in the stream valley. Either way once you are on the surface outside of the facility walk to the glyph, then walk through it to be transported to a blue Bahro cave where there is a rotating stone divided into two sections. Touch the glyph on the cave wall to deliver one section of the stone to your Relto, then jump into the hole in the center.

Portal to Bahro Cave

Blue Bahro Cave

Testing Pellets

When the timer has wound all the way down, in four hours using this recipe, indicator lights appear in three places to tell you they are done. In the facility’s control room five tan ovals appear on the display as shown below. In each view scope five lights glow yellow along the bottom, and the blue light at the pellet machine glows.

Pellets ready indication

Pellets ready indicators

Pellets Molder Machine

Touch it to open the machine; then press the blue button that appears to deliver one of the five pellets to the holder near you.

Linking with the pellet

If you do nothing the pellet will fall through the floor after about 10 seconds and you do not want that to happen, so when a pellet reaches the holder touch it and also touch the linking book to go to the silo. The pellet is put into the testing device to see if it has baked long enough and is of the right make up. When you test a pellet created using the 40/30/20 recipe it produces a bright white glow; not a bright orange one. Perhaps the clues in the Bahro cave give you a recipe for pellets that are used for a different purpose. You’ll need to dispose of the rest of this batch and create a new one. Return to the pellet machine and pull the lever next to it. The pellets will be removed and the door will close so you can start a fresh batch. 

You may want to find a good pellet recipe on your own — it will take time — or take advantage of experiments conducted by other explorers who have visited Er’cana. Those experiments show that several combinations of time, weight and temperature produce the desired result including these two: 30 for time, 30 for weight and 30 for temperature or 40 for time, 30 for weight and 25 for temperature. Both combinations produce pellets that register about 60% on the measuring device, pellet scores in the 900's and a bright orange glow.

Orange glow produced by the pellet

Look for KI-mail from the DRC dated 7/31/07 and titled Pellet Analysis that contains the picture below. It illustrates the full range of values for the indicator bar on the pellet measuring device and shows the specific range and the best value you want to achieve.

DRC Message

Note: If you need to terminate a batch of pellets before they have finished baking you can do so by turning off the power switch that is located in the entryway between the vat area and the pellet control room and turning it back on.

Each good batch of pellets contributes nutrients to the algae improving their overall state of health and increasing their numbers as measured by bioluminescence in the lake and light in the cavern. The DRC have placed a light meter at the ferry docks (back side of the Ferry Terminal) to measure that bioluminescence. Note: On July 30, 2007 Victor Laxman removed the light meter, explaining to explorers that it was because its display wasn’t working properly. He told explorers he would try to repair it.

Light measurement apparatus

 Recording Your Pellet Score on a Bevin Imager

To contribute pellet points to this effort, choose a Bevin and upload points at the imager on the right as you face them — the imager on which the Bevin’s visitor name list appears. You can contribute pellet points to any Bevin. It doesn’t have to be the one to which you were assigned or that you have joined. A blue light appears on the imager when you're close enough to it and, at the same time, a pellet symbol appears on your KI. Click on the symbol to add points to the Bevin’s overall total. If your score is among the 16 highest for the Bevin your name and pellet score will also appear on the imager. Note: The pellet score on your KI will go back to 0 to prevent you from giving the same points to another Bevin and you'll have to accumulate more points to be able to give more of them to the same or to a different Bevin.

Bevin's Imager pellets scores

As you would expect, variations in the recipe produce pellets that yield different results when tested. Pellets from some recipes can actually harm the algae. Here’s what Victor Laxman said in the KI message we received: Also be aware that certain recipes can actually damage the algae. If you see steam or bubbles or worse, then that recipe is doing more harm than good. Please eject the rest of the pellets of the recipe and try another recipe. To eject a bad batch, pull the lever that is just to the left of the pellet holder.

To date the following pellet types have been observed:

  • pellets that float (duds — they produce pellet scores of zero)
  • pellets that produce an orange glow (3 levels of intensity — pellet scores range from 5 to 1000 — the desired result is the most intense)
  • pellets that produce a bright white glow (they produce pellet scores about 430)
  • pellets that produce steam and bubbles (3 levels of intensity with pellet scores of zero — eject remaining pellets from these batches)
  • pellets that explode (3 levels of intensity with pellet scores of zero — eject remaining pellets from these batches)

Click to watch videos of the dropping of known types of pellets

 The title of each video includes the recipe that was used to create the pellets that are featured in it.

Congratulations, you have completed your journey on Er’cana.

Written by Lial. Photographs by Lial, J’iim, Ayli. Videos by J’iim. Design by Ayli.

Last Updated ( Saturday, 12 February 2011 )
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