Hỏi chút về game "Uru - Ages Beyond Myst"

Thảo luận trong 'Hướng dẫn | Hỏi đáp game' bắt đầu bởi nghnamvn, 25/7/04.

  1. nghnamvn

    nghnamvn Youtube Master Race

    Tham gia ngày:
    27/9/02
    Bài viết:
    80
    Game này hình ảnh đẹp vật vã nhưng mờ tui mới chơi đựoc có 1 đoạn.Bác nào chơi game này rồi cho hỏi muốn ầm cái cỗ máy dưới đất nó khởi động được thì phải làm sao à(ngay bắt đầu game luôn ý) #-o Ngồi cả ngày mà mãi ko làm cho nó khởi động đựoc #-o Cảm ơn các bác nhìu :)
     
  2. MH-Kyu

    MH-Kyu VGI Member

    Tham gia ngày:
    6/8/03
    Bài viết:
    3,567
    Nơi ở:
    Pride Rock
    Hỏi lộn box rồi. Cái này thì bạn sang box Hướng dẫn hoặc box Game phiêu lưu mà hỏi. Chỗ này chỉ thảo luận về game thôi.
     
  3. skymaster

    skymaster The Warrior of Light

    Tham gia ngày:
    28/7/03
    Bài viết:
    2,188
    Nơi ở:
    TP HCM
    box thảo luận mà củng có cái vụ chỉ dẫn về game nữa hả trời ??!!
    sao box nay có nhìu bạn post lộn chỗ dữ ta!!
     
  4. ERUO

    ERUO T.E.T.Я.I.S

    Tham gia ngày:
    29/7/04
    Bài viết:
    603
    Nơi ở:
    emirates stadium
    tôi gửi hướng dẫn bằng tiếng Anh cho bác nè
    Hello. This is my very first walkthrough. I have been to several Uru forums
    and I am still playing the game. Throughout the game I have been stuck in many
    of the places where people complain they are also stuck, and so I decided
    doing this as I way to help out everyone.
    That being said, any contributions will be gladly accepted. ^_^

    Questions, contributions, corrections and general praise ^_^ can be sent to my
    e-mail.

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

    So without further ado, on to the game itself.




    -------------------
    1. The Desert Cleft
    -------------------

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

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

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

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

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

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

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

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

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

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

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




    -------------------
    2. Relto Age
    -------------------

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

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

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

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

    1 3
    House
    2 4

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

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

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

    * See Final Considerations below.

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




    -------------------
    3. Teledahn Age
    -------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    |---|
    | | 5
    |---|

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

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

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

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

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

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

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

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

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

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




    -------------------
    4. Gahreesen Age
    -------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




    -------------------
    5. Kadish Tolesa Age
    -------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    --------------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

    ------------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




    -------------------
    6. Eder Gira / Eder Kemo Age
    -------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




    -------------------
    7. Bahro Caves Age
    -------------------

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

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

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

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

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

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




    -------------------
    8. Return to Desert the Cleft
    -------------------

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

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

    Gahreesen
    Eder Kadish
    Teledahn

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

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

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

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

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

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

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

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

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

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

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




    -------------------
    9. Final Considerations
    -------------------

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

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

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

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

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

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

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



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

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