Home arrow Walkthroughs arrow Uru: To D’ni — Walkthrough
Uru: To D’ni — Walkthrough
Written by Coelho Buda   
Version 1.2
 
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--- A. Table of Contents ---
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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
 
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--- B. Version history ---
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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.
 
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--- C. FAQ ---
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Q: Where can I get the expansion pack?
A: It's available for download at www.gigex.com, www.3dgamers.com, 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  neighborhoods.
 
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.
 
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--- D. Walkthrough ---
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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 e-mail.
 
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.
 
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1. Relto
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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 crest)
  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 Stone.
(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.
 
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2. Bevin Neighborhood
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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 Ayoheek 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.
 
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Note: for accessing Bevin Egg Room, please refer to Easter Egg Mode section of the walkthrough.
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3. Nexus Room
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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 picture.
 
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.
 
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4. Ae'gura
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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.
 
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5. Teledahn Age
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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 Nexus.
 
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 go 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 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 book.
 
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.
 
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6. Phil's Relto and Kirel Neighborhood
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This is Phil's Relto and it is very sombre. It appears to be night time. 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.
 
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7. Ae'gura and the Great Zero
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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 before 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.
 
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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.
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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.
 
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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.
 
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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!
 
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--- E. Expansion Pack Features ---
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1. Bahro Stones
-------------------
 
  Ae'gura
   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
 
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2. Short Guide to Relto Pages
-------------------
 
  Neighborhood
   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.
 
  Teledahn
   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.
 
  Ae'gura
   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.
 
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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 room.
 
  Zandi's Shirt
   D'ni Riltagamin (Rainy version, also known as Rainy Cleft): hung on metal
   brace supporting trailer awning.
 
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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 discovered 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 lnwfreturn to the last goal of eder gira
tshj ymj qnlmy mfx gjjs qnyonce the light has been lit
yzws tkk ymj qnlmyturn off the light
 
            fghijklmnopqrstuvwxyzabcde            offset +5
            abcdefghijklmnopqrstuwvxyz
 
 Second paper (two messages)
 
wvkm gwc'em kwuxtmbml ittonce you've completed all
wn bpm abmxaof the steps
twws qvbw bpm zqemv zmuvivblook into the riven remnant
moo uihm qa ambegg maze is set
wvkm gwc tmiem bpm lmamzbonce you leave the desert
moo uilm dqtt zmambegg maze will reset
 
            ijklmnopqrstuvwxyzabcdefgh            offset +8
            abcdefghijklmnopqrstuwvxyz
 
jmrh xli tmppeu vssa mr oehmwl xspiwefind the pillar room in kadish tolesa
wxerh riev xli tvizmsyw ipizexsvstand near the previous elevator
xyvr sjj xli kpsamrk jpssv efsziturn off the glowing floor above
 
            efghijklmnopqrstuvwxyzabcd            offset +4
            abcdefghijklmnopqrstuwvxyz
 
Third paper (one message)
 
iq vq vjg icjtggugp rqxgt tqqvgo to the gahreesen power root
vjg rqxgt owuv dg qpthe power must be on
uvcpf qp vjg rnceg vjcv tckugustand on the place that raises
vjg uvqpgthe stone
 
            cdefghijklmnopqrstuvwxyzab            offset +2
            abcdefghijklmnopqrstuwvxyz
 
Fourth paper (two messages)
 
hqwhu wkh whohgdkq sulvrqenter the teledahn prison
fohdu rii jhkq'v idzrulwhclear off gehn’s favorite
sodwh frpsohwhobplate completely
vwdqg rq lwstand on it
 
            defghijklmnopqrstuvwxyzabc            offset +3
            abcdefghijklmnopqrstuwvxyz
 
rotq zu kjkx qksulink to eder kemo.  .
mkz euax romnz yuaxikget your light source
ktzkx znk juux ul znk puaxtkeenter the door of the journey
  
            ghijklmnopqrstuvwxyzabcdef            offset +6
            abcdefghijklmnopqrstuwvxyz
 
Fifth paper (two messages)
 
nv av aol klzeya pu aol yhpwgo to the desert in the rain
svvr ha aol slma zftivs vm aollook at the left symbol of the
vypnpuhs jvkloriginal code
zla hss mvby vm aol pthnly av paSet all four of the imager to it
 
            hijklmnopqrstuvwxyzabcdefg            offset +7
            abcdefghijklmnopqrstuvwxyz
 
xfbs uif sfxbse pg zfftibwear the reward of yeesha
lffq ju po voujn zpv'sf epofkeep it on until you're done
 
            bcdefghijklmnopqrstuvwxyza            offset +1
            abcdefghijklmnopqrstuvwxyz
 
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. 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.
 
------------------------------------------------------------------------------
--- 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.
 - Pyromethiu,s 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.
 
------------------------------------------------------------------------------
--- 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            (www.gamefaqs.com)

 - Guild of Greeters   (www.greetersguild.com)

 - Uru Forums           (www.ubi.com)

 - GameSolves          (http://members.chello.nl/h.vangompel/)

 - IGN                       (http://faqs.ign.com/)

 - Gameboomers       (www.gameboomers.com)

 - Gamepad.de          (www.gamepad.de)

 Copyright 2004 Orlando Soares.
 
Last Updated ( Friday, 29 May 2009 )
 
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