Home Cheats Walk Through Trailers Feedback
 Online Games
 Walk Through
 Tell A Friend
 Add to Favourite

Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Uru - Ages Beyond Myst - Expansion Pack 2

Uru - Ages Beyond Myst - Expansion Pack 2 Walkthroughs

Uru - Ages Beyond Myst - Expansion Pack 2

.:. Uru: Ages Beyond Myst .:.
Expansion Pack 2: The Path of the Shell

- Walkthrough by Coelho Buda (aka Orlando Soares, the.hare@zmail.pt)
- Version 1.1

--- A. Table of Contents ---
A. Table of Contents
B. Version history
D. Walkthrough
1. Relto
2. The Great Tree Pub (Watcher's Sanctuary)
3. Ahnonay Cathedral and Ahnonay
3.1 Water and crab Ahnonay
3.2 Mist and Crystal Ahnonay
3.3 Outer space Ahnonay
3.4 Water Ahnonay revisited
3.5 Collecting Ahnonay Relto Page
4. Er'cana
5. The Great Tree Pub revisited
6. Myst
7. K'veer
8. Myst revisited and Kadish Tolesa
9. Final Considerations
E. Expansion Pack Features
1. Bahro Stones
2. Short Guide to Relto Pages
3. Hats and Clothing
F. Contributors
G. Legal Stuff

--- B. Version history ---

(19.07.2004) - Added the secret room in the Great Tree Pub. Corrected the
location for the "2:19" tag in section 3.5. Added the location
for two shell markers in Er'cana I had missed. Made some
corrections to Er'cana, Added a note about an alternative
sequence for accessing Kadish's room in Ahnonay. Updated
contributors and site listing.

Version 1.1 - (14.07.2004) Added note to section 1. Changed the description
of the Ae'gura book on section 1 and made a few changes to the
way I was describing each book. Revised the initial bit of
section 4. Added notes to section 4. Added clue and tag that I
had missed to sections 3.5 and 5. Added a note to section 3.1
Updated contributors list.
(11.07.2004)- Added the Easter egg code. Added a note to
section 4 about D'ni time measurements and corrected relevant
sections. Updated contributors list. Updated sites list.
(10.07.2004)- Corrected some more errors. Corrected Maker's
Words on section 5 and the corresponding clue tags on sections
3.1 and 3.4. Updated contributors list. Update sites list.
Updated section 9 and Hats and Clothing section with new item.
(09.07.2004)- Corrected some grammar and orthographical errors.
Added a note to section 2. Corrected the first and second notes
on section 3.4. Corrected note on section 3.5. Added a note to
section 5. Updated list of sites allowed to post the
walkthrough. Added size of the download file. Updated
contributors list.

Version 1.0 - Completed walkthrough with all the sections. (08.07.2004)

Version 0.2 - Started walkthrough. Laid skeleton for sections. Completed
Relto, Watcher's Sanctuary and Ahnonay. Bahro Stones, Relto
Page Guide and Hats and Clothing sections done. (08.07.2004)

All dates are in European format which means dd/mm/yyyy.

--- C. FAQ ---

Q: Where can I get the expansion pack?
A: Through the shops or available as a payable download at:
ftp://uruxp2-downloadus.ubi.com/mysturutpotstm.exe (USA)
http://shop.ubi.com/prod_extdesc.asp?catalogid=123&id=89 (Europe)

Q: How big is the download and how big is the game?
A: The download is 447 MB and it becomes a whooping 2.5 GB after
installation. It also includes the To D'ni expansion pack.

Q: How do I save the game?
A: Unfortunately, there is no way for a 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 (Relto page)? / What does (Relto page) 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: I want to return to the beginning of an Age but I can only see the Journey
Cloth marker in the book. What can I do?
A: Look to the bottom left or bottom right corner of the Age's book. There is
a bent corner that you can press to turn the pages. This allows to select
whether to return to the last touched Journey Cloth, the beginning of the
Ages or other places within the Ages.

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

--- D. Walkthrough ---
Hello. Coelho Buda here (or for those familiar with the Guild of Greeters,
Rabbit) back with a new walkthrough. The Path of the Shell is the second and
final expansion to Uru: Ages Beyond Myst and it's my pleasure to write my
third walkthrough with it being its subject. As always and as in the previous
two walkthroughs, any contributions will be gladly accepted. ^_^

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

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.

This walkthrough assumes you have finished Uru: Ages Beyond Myst and the To
D'ni expansion pack before going on to The Path of the Shell. If you haven't
done so, some of the things I have written below may not make sense. If you
still haven't finished Uru or To D'ni, and need help, my other walkthroughs
are available on the Internet.

So without further ado, on to the expansion pack.

1. Relto

You begin the game in your Relto. If you look around, you will notice that a
new island has been added to the others ones that already were here and that
it seems to have a spiral path on it. When you are finished looking around, go
inside the hut. On the lower shelf of the bookshelf to the right you will find
several new books. On the left there's a red book with a stylized pen which
can be picked up and becomes a journal where you can write notes, and on the
right there are 6 blue books containing information you will be needing
throughout the game: one that talks about the Maker and how the words from the
Maker where handed over and five that are the transcribed words of the Maker.

There's also a new book on the left bookshelf. This is the one that allows you
to start The Path of the Shell. Here is the complete list of the books on the
left bookshelf and where they link to (numbered from left to right):

01 Desert Cleft (Tan with green slit)
01. Rainy
02. Dry
02 Gahreesen (Pale green with Maintainer's crest)
01. Gahreesen
02. Gahreesen Prison
03 Teledahn (Orange)
01. Teledahn
02. Tree Stump
03. Dock *
04 Kadish Tolesa (Purple)
01. Kadish
02. Kadish Vault future +
05 Eder Gira (Red)
06 Eder Kemo (Green)
07 Ae'gura (1) (Brown with spiral hand on pink field)
01. K'veer +
02. Kadish Gallery
03. Canyon Alley Balcony view
04. Kerath Arch Balcony view
05. Tokotah Rooftop
06. Tokotah Alley *
07. Palace Alcove *
08. Library Courtyard *
09. Concert Hall Foyer *
10. Spy Room *
11. Great Zero Observation Room *
12. Great Shaft Antechamber *
13. Baron's Office
08 Bevin Neighborhood (Blue with golden spiral)
01. Fountain Plaza
02. Balcony view
03. Classroom rooftop view *
09 Nexus Book (Yellow with green motif)
10 The Great Tree Pub (Blue with blue and yellow leaves)
11 Er'cana (Rust with black motif)
12 Ahnonay Cathedral (Brown with gears and circles)
13 Ahnonay (Brown with gear with circles within)
14 Myst (Brown with Myst written on the spine)

Sentences within brackets after the book's name describe the aspect of the
book: color followed by any distinctive characteristics when applicable.
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
Links with a + are available in The Path of the Shell expansion pack and will
only appear after you have linked there at least once after using the
appropriate link.
(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.

Approach the left bookshelf, select the new book that leads to The Great Tree
Pub and link there.

Note: the Avatar can now do something that it hadn't been able to do since
Prologue was shut down (well, with the exception of a few benches on Eder Kemo
that is). Pressing CTRL+7 allows you to sit anywhere in the game. To stand up
again, simply press the forward key.

2. The Great Tree Pub (Watcher's Sanctuary)

You arrive at a room with a holo projector in front of you. It's projecting a
drawing and a shell symbol. Make sure you copy the drawing or take a KI shot.
If drawing it do it in an 8x6 grid. You will need it later on in the game.
There's a double sweeping stairway on the other side of the room and an alcove
to the left.

On the alcove you will find three pedestals with books: the one in the center
is a journal written by DRC's Simpson describing this Age. The one on the left
links to Er'cana, the industrial Age and the one on the right leads to Ahnonay
Cathedral. For now, read the journal, but don't link anywhere yet.

Note: What's in a name? You may ask why am I calling this Age The Great Tree
Pub if Simpson describes this Age as Watcher's Sanctuary. It is also known as
The Great Tree Pub. If you look at the Uru files you will see it's also called
Restoration Guild. I corrected it (previously I was using Simpson's name for
it) because both Tweek and BrettM wrote me about this, and told me that the
Restoration Guild is actually a different place that didn't make it into the
game. The file names, however, where never changed to reflect this decision.
There's also another name for it, Rolep, which is found on the first book
about the Maker. I don't like this name and I prefer to use The Great Tree Pub
though. So to summarize, this Age has four different names:
Rolep, Watcher's Sanctuary, The Great Tree Pub or Restoration Guild.
Throughout the guide, excepting the initial references and this note, I'll be
referring to it as The Great Tree Pub.

Return to the place where you linked in and you will notice another alcove,
this one with a balcony showing a view of the Great Tree. Reaching that door
will be one of the greatest objectives of the game. On the handrail you will
find your first item of clothing: a Great Tree Jersey. Pick it up to add it to
your wardrobe. On turning around to return to the original link spot you will
see a piece of paper on the wall with the numbers 1:38 written on it.

You will find clues like these scattered throughout the various Ages and they
will help you solve the Path of the Shell. They work like this: the first
number refers to the book back on Relto you will have to read and the second
number refers to the line you should read. Each book is called a "section", so
this clue tells you to read section 1, line 38 which reads "The passing of
time gives the path to the gathered." Make a note of it.

Return to the inside and climb the stairway. On the upper floor there's an
alcove with a blue button. Press it to open the door here. Inside, you will
find a room with a huge boulder, a button that turns on a light shining on a
metal plate with a shell on it and a huge machine on the wall. You can push
the boulder if you want to and press the button to see what happens, but for
now nothing of importance will occur. This will be the first path of the shell
you'll have to solve. Make a note of the clue (1:4) that reads: "The door lies
at the end of the path". Then return to the outside and circle around the
upper floor.

Opposite the upper alcove you will find another clue on the wall, 1:89. This
one says "Be still and the path will be made known". With these three clues it
would be possible to solve the first path of the shell, but we are missing
some other elements that would let us finish the game. So let us go on. Return
to the lower floor and to the alcove with the linking books. Approach the book
on the right and link to Ahnonay Cathedral.

3. Ahnonay Cathedral and Ahnonay

You will be seeing a lot of the Cathedral and a lot of Ahnonay too. This is
the Age where you will have to do the most linking in and out you have ever
done on a Myst game.

You arrive in a cylindrical room with only one exit. Take it. It opens into a
corridor with some lovely paintings you have seen before. Cross the corridor
to the end. Notice that Ahnonay's symbol is a huge circle with four small
circles inside. This will become relevant once you proceed. Before you link to
Ahnonay proper, turn around. There's a clue on the wall here, 2:18 which reads
"The action of the gathered means nothing." After writing it down, link to

3.1 Water and crab Ahnonay

Welcome to the island of crabs. Ahnonay is a watery Age (at least this version
is, but more on that in a little while) and your Avatar has a new ability. It
can swim. With running mode engaged it will swim in crawl style and with
walking mode engaged it will swim in breast stroke style.

The main island has trees on it, a lake with a device and a pedestal with a
linking book on the other side of the island. You can see some more islands in
the horizon and a tower to the right of where you linked in.

Notice that there are a lot of crabs on the island. The island has a large
lake in the middle with a device on it. The top of this device has a screen
with blue squares. Each square represents a moving being on top of the
islands. What you need to do to proceed is to make sure that you are the only
thing on top of the islands. Begin pushing every crab you see into the water.
You just have to approach them like you were herding them and they will run
into the water. You will pass by an opening on the right with a red tree. You
can see the tower from here and you will also notice that there's a crab
there. We'll let him go for now. Continue forward and keep pushing the crabs.

You will pass by another opening. There's a shell marker on the wall so press
it to save your position. Enter the opening and take care of the crab there,
to the left. Unfortunately these are very stupid animals and instead of
jumping into the water that surrounds the island it will want to go to the
lake, so you will have to do some climbing. Notice that there are some stones
jutting out from the water. You will have to use those as hoppers to get to
the tower. For now, continue with the crab herding.

By the time you reach the book pedestal you should only have two lights on the
radar device: one is you and the other one is the crab on the tower island.
Let's take care of it. Return to the shell marker opening, turn left and jump
onto the closest stone on the water. Jump to the other one. Making sure you
are in running mode jump into the water in a north western direction. Keep
swimming forward and the current will take you to Tower Island. There's a
small ledge all around the island so you can stand on it if you need to and
then circle to the stair.

If you miss it, the current will take you to the lake inside the island and
you will have to climb out of it and try again. Keep doing it until you get to
the tower.

Once on the tower take care of the crab. Climb the stairs and go around the
tower. You will pass an indentation that looks like a door, but there's no way
of opening it for now. Keep going around and you will find a drawing on the
tower wall. Take a KI shot or copy it to paper in an 8x6 grid. Drop down to
the ledge around the island and you will find another clue, 3:72 tells you
"Take time to understand the path of the shell."

Note: BrettM has sent me this alternative method to dealing with that last
crab and avoid diving into the currents:

"There is another way to get rid of the last quab without swimming out to the
tower. This is useful for players who just can't get the hang of swimming in
the currents. After you have gotten rid of all the quabs on the main island,
link to Relto and back to Ahnonay. The quab from the tower will now be on the
island, and he can be chased into the central pool just like the others.
(He's an antisocial quab, and will only come to the island if he can have it
all to himself. B-)
The player will still need to see the code on the back side of the tower, but
he can do that later, after linking to the tower and turning off the

Quab is the name found on the URU files for the little animals that populate
this version of Ahnonay. I prefer to call them crabs.

Jump into the water and swim to the lake. Climb onto the main island and go to
the link pedestal. If you only see one blue square on the radar device, use
the book and you will be back on Cathedral. If not, you still have a crab
somewhere that needs to be pushed. Once on the Cathedral, open the door, cross
the corridor and link to Ahnonay again. If all went well, you should be on a
new version of Ahnonay.

3.2 Mist and Crystal Ahnonay

This version of Ahnonay is very eerie. The island looks desolate, there are
lightning storms all around, and mists fill the air. There is a tower as in
the previous Ahnonay and the same device is in the middle of where the lake
used to be. This one is detecting crystals though, so you will need to break
everyone of them by approaching it. Careful not to fall into the mists or you
will link back to Relto.

When you get to the opening where the first marker was, cross it to the other
side. There's a path hidden below the mists that leads to the tower. When you
get to the tower, climb the stair and press the marker. Make sure to break the
crystal tree here and then return to the main island. Keep breaking the
crystal trees and when you are done, link to the Cathedral again. Once more,
cross the corridor to the linking book and link to Ahnonay.

3.3 Outer space Ahnonay

This is the most stunning of all the Ahnonay's versions. Everything is broken
or on the verge of disappearing but the scenery is breathtaking. Speaking of
which, how does the Avatar breathe in space, inquiring minds want to know?
Anyway, there's not a lot to do here, the radar device is broken and nothing
grows here apart from a few weeds. Link to Relto for now.

When on Relto, go to the Ahnonay link book and link via the shell marker, not
the picture of Ahnonay. You will arrive at the position occupied by the marker
you touched in the Mist version, but you will be in outer space Ahnonay. Press
the marker on the stone in front of you and link back to Relto.

Link back to Ahnonay via picture and go to the pedestal. Link to the Cathedral
and from there to Ahnonay again. You should arrive on Water Ahnonay. Link back
to Relto and use the shell marker to link back to Ahnonay. You should arrive
inside the tower.

3.4 Water Ahnonay revisited

The tower has three ladders you can climb to look through windows and see
what's out there. It has a lever and a wheel on the back wall and a lever on
the front wall. Pulling the back lever once will make you advance one version
of Ahnonay, but this will only be seen if you then link out and link in. I
don't advise testing this theory by linking out of the Tower after you have
pulled the lever unless you like to link in and out of ages a lot, as there
are no controls within the tower in mist Ahnonay.

Note: If you do want to test it, after pulling the lever, link out and link in
via marker. You will arrive on misty Ahnonay. There's a clue here 3:66 which
corresponds to "The passing of time brings the past to the present." on the
book. If you did this you will then have to return to water Ahnonay by using
the Relto book and the pedestal on the main island along with the Cathedral.
When you get back to the inside of the tower in water Ahnonay you are ready to

Pull the back lever once. You need to do this once because it also powers
another lever you will need to use further on. Use the back wheel once. The
wheel turns off the water currents in water Ahnonay, which means you can swim
to those far off islands. Make sure you visit everyone of them. You will be
surprised to see that they are all fake: nothing more than huge paintings. On
the back of one of them (it's difficult to describe its location, but from the
island it's the panel that will be in a direct line with a tree and stone
jutting from the water) you will find a clue (2:32) which says "Seek the path
of the shell."

When you are done, swim to the painting that is NW of the tower. Behind it you
will find an entrance tunnel. Take it and you will be inside of a harbor.
Climb on to the right side and notice the Ahnonay symbol with the D'ni number
1 on it. Enter the corridor and continue past a room with a door and a lever.
Go to the other side of the control center and exit to the platform. Press the
shell marker there. Return to the door and pull the lever. Link out to Relto
and then link to Ahnonay via marker.

You will arrive at Control Center number 4. Notice the clue on the wall near
the spot you link in to: 2:30, "Darkness makes the righteous humble and the
evil bold.", and continue on to the door and lever. Pull the lever and wait
for it to finish its descent. The door will open. Enter the door. There's a
long corridor with gears and a picture at the end of it showing the fourth
Ahnonay version. By the middle of the walkway you are on, there are two
ladders leading down. Take one of them. Once at the bottom, touch the shell
marker. After this you can do one of two things: continue the game or go see
the fourth version.

Note: to see the fourth version, link out to Relto and link in to Ahnonay via
picture. Look around: there's a statue of Kadish being built, the framework
for the tower which you can also get to and little else. This also explains
how you could breathe in space: all ages were built by Kadish and they are
illusions, so that space isn't real space. When you are ready to leave do so
by linking out to Relto. Do not use the pedestal or you will trigger another
time travel and have to do two more links instead of just one. Return to the
Control Center by linking in to Ahnonay via marker.

There's a chair and a button here. The button doesn't work for now because
it's used to call the chair when it isn't here. Sit on the chair and it will
lower. You will be in a tunnel. The chair has three levers: one on top that
makes the chair go up and down, one on the left that makes it turn around and
one on the right that makes it go forward. Operate this one and enjoy the
short ride. Operate it again and when it stops, operate it once more. When you
get to the end, use the top lever to go up.

You will arrive in a small circular room connected to a corridor that leads to
Kadish's Room antechamber. Proceed through the corridor. There's a cot on the
right with your second item of clothing: a Kahlo Pub Jacket. Click on it to
add it to your wardrobe. There's also a clue here: 5:57 "The path is folly for
those who toil."

On the other side of this chamber, there's a button panel with some symbols
you have seen before. There is also a door that isn't open. You'll have to
open it by entering the right sequence on the panel. The symbols correspond to
the paintings in the back top floor of Kadish Gallery.

Note: you can also find the sequence to open the door by looking at the
paintings in Ahnonay Cathedral. When you start walking the corridor, towards
the link book at the end, number the paintings from 1 to 8. Don't mind the Age
symbol paintings. First painting (and the corresponding symbol that will have
to be pressed first) is on the right wall, second one (and the corresponding
symbol that will have to be pressed second) on the left wall, and so on. This
is a direct correspondence to the symbols on the panel and you will end up
pressing the same sequence as you do for the Kadish Gallery.

Entering them in sequence opens the door. I'm using the Kadish Gallery
sequence. What you have to do is give a number to each painting and note the
order of the paintings in Kadish Gallery. Then number each button from 1 to 8,
left to right and top to bottom like this:

1 2 3 4
5 6 7 8

Matching each painting to a button you get the following sequence: 3 2 1 4 8 5
6 7. Press it to enter the room and see what's inside. There's a central
structure with a Bahro Stone. There's a cupboard on the right with a drawing
that seems to be an hourglass and a big circle with 625 written on it. There's
also some sort of egg timer you can operate.

Open the windows, by pressing the button on the left side of the room and
don't forget to press the shell marker. Looking outside you will see a strange
machine with four spheres. Each of those spheres contains a version of
Ahnonay. You cycle through them by using the levers in Tower Island and the
ones by the doors in the Control Center. Also by linking to the Cathedral and
from there to Ahnonay. At least I think that's how it works. :p

If you want to you can go visit the Bahro Cavern. According to the drawing
there seems to be two caverns stacked on top of each other. This stone links
to the bottom cave. Unfortunately the link won't be added to any book so once
you leave here, the only way to return to the cave is to link back here. Link
to the cave and have a look around. There is a clue on the wall, 5:32, "Roll
the stone to know the Deceiver" and some stone squares like in those other
drawings, but there are no lines. There seems to be something missing here.

Link out to Relto and from there to Ahnonay. We are almost done with this Age.
All that is left to do is getting the Relto page and then return to Kadish
Room to set the shell marker there as the one we want to return to.

3.5 Collecting Ahnonay Relto Page

Make sure you are in the water version (if you aren't, use the pedestal with
link book and Ahnonay Cathedral to link there). Swim to Control Center number
1 and press the shell marker there. Link out to Relto and link to Ahnonay via
picture or swim back to the island. Go to the pedestal book and link to the
Cathedral. Link to misty Ahnonay.

Link to Relto. Link to Ahnonay via marker. You should be on Control Center
number 2. Make your way to the other side and press the shell marker there.
Link to Relto. Link to misty Ahnonay via picture. Go around to the pedestal
and link to the Cathedral. Link to space Ahnonay. Link to Relto.

Link to Ahnonay via shell marker. You should arrive on Control Center number
3. From the link in spot, go to the middle of the Control Center where the
round door is located. Approach the pipes on the right of the door. Behind
them you will see a clue 2:19 with the correspondent text being "The action of
the deceived is toiling in vain". After seeing this, return to the link in
spot. Exit to the platform and press the shell marker there. Link out to
Relto. Link in to Ahnonay via picture. Go around to the pedestal and link to
the Cathedral. Link to water Ahnonay. Once more, go around to the pedestal and
link to the Cathedral. Link to misty Ahnonay.

Link out to Relto. Link to Ahnonay via shell marker. You should arrive on
Control Center number 2 and on the correct side to collect the Relto page.
Grab it and activate it. This one adds a D'ni clock to the new island on
Relto. If you managed to get here, good work!

Now to return to Kadish room and set the correct shell marker.

Note: what I'm about to do is to make sure you arrive on the inside of the
tower if by any chance the door to it is closed. It happened to me once and
let's just say it got really ugly. If you don't want to do it, just link until
you get to water Ahnonay (ignore my instructions about the shell markers) and
swim to the tower. If the door is open, lucky you. If not... well you'll have
some more serious linking to do.

Let's go for the final link dance. Link to Relto and link to Ahnonay via
picture. Go to the tower and click on the shell marker there. Go to the
pedestal and link to Cathedral. Link to space Ahnonay. Link to Relto.

Link to space Ahnonay via marker. Click on marker on the stone. Link to Relto.
Link to space Ahnonay. Go to pedestal and link to Cathedral. Link to water
Ahnonay. Link to Relto. Link to water Ahnonay via marker.

Pull the lever on the back wall of the tower. Open the door by pulling the
lever on the front wall of the tower. Swim to the Control Center. Press shell
marker on the other side. Return to the Control Center door and pull the lever
there. Link out to Relto. Link to Ahnonay via shell marker.

You should arrive on Control Center number 4. Pull the lever to open the round
door. Proceed downstairs. Press the button to call the chair and sit on the
chair to travel through the tunnel.

Cross to Kadish's room and press shell marker there. That's it. No more
Ahnonay, except for a little visit further on.

4. Er'cana

Link back to Relto and from there to The Great Tree Pub. Go to the alcove with
the books. Proceed to the left one and link to Er'cana. You will arrive inside
of a tunnel cave. From the link in spot, go forward and deeper into the cave.
You will arrive at a chamber with plants growing in the middle of water.
Behind them there's a drawing. Take a KI shot or copy it to paper to an 8x6

Return to the link in spot and from there proceed until you arrive outside.
You'll be in a canyon with a two separate train tracks in front of you. There
are lots of plants and water puddles around. If you want to, turn NW and start
going forward to an opening in the canyon wall. There's a cleft drawing there,
with lots of stars depicting the Star Fissure. Clicking on the existing crack
on the drawing links you to an area that you will be visiting later: the upper
portion of the Bahro Cavern. If you do this you will then have to link to
Relto and from there to Er'cana again, so if you want to try, be sure to press
the shell marker that is back face of the rail support in front of the
entrance to this opening. When you are done return to the start point outside
the cavern and go right.

Continue until you get to a machine with a ladder leading up. Climb aboard and
go to the front of the machine. Click on the console to get a close up view.
There's two levers (one on each side), a central lever on top and a switch.
Lift the central lever and then pull the one on the right. Enjoy the ride.
When it stops and if you want to, you can climb down and go look for a shell
marker. It's on the middle of the wall between the two stairways. To continue,
return to the train.

Cross to the other part of the machine and pull the lever there. This small
tram will take you inside the water treatment facility. Upon stopping, pull
the lever once again, but retreat from the tram. Let it return to the train
without you. Turn around. Inspect your surroundings to find the first shell
marker on the left. Press it. Go around and find the ladder leading down on
the inner railing opposite the marker. There's a stairway leading out but it's
a dead end. Climb down to the lower level.

Exit through the opening and before taking another ladder down, lift the
switch on the wall to turn on the lights. Go down and cross the steam tunnel.
Almost at the end, you will see a clue on the wall, 4:96 "Rest in the light".
Continue forward and climb the ladder. Lift the switch there to turn on the
lights and then enter into the next room.

This room is identical to the one you just came in through, so locate the
ladder on the left and climb to the upper level. There's the tram platform but
this one doesn't work. Cross to the other side and climb the stairway. Before
continuing to the metal catwalk, turn around and walk back and to the left. On
the back of the outside wall on the left, there's a clue (4:81) "The future is
always reveled to those who wait.". Make a note of it and proceed to the metal

At the fork turn right and enter the building. This building has 4 exits and
three huge millstones in the middle of it. On the exit opposite this one,
there's a shell marker and a switch. Touch the marker and lift the switch.
This will get the generator working. Proceed through this door, up the stairs
to the control center. There's a panel on the right showing the areas where
there is power (lit in blue) at the station. Opposite there's a control chair.
Sit on the chair and click on the left blue button twice.

You will see four blue circles with fans and a red circle in the middle. You
will also see four buttons with the D'ni numerals from one to four on them.
Clicking on a number selects one of the blue circles and brings up a control
display on the right with controls for the fan, the hatch (red) and water
release (blue). Number one water release control isn't working, but that
shouldn't be a problem. Turn off every fan, open every hatch and drain the
water on the ones that can be drained by selecting a number and then the
appropriate controls.

Next click on the blue bottom left button so the screen scrolls left. Again
you will see four circles (two yellow) and four buttons with the D'ni
numerals. Clicking on them makes a yellow button appear on the right panel.
Turn off all the yellow circles. When you are done, stand up and go outside.

When you exit, turn left and go to the turbine. Climb down and enter the water
pipe. At the end of it you will find Er'cana's Relto page that adds fire
marbles to the inside of the hut. Return to the control center and from there
to the generator room. Turn to the right and exit through that opening.
Continue to the wall to find another clue. This one is 4:52 "The way is made
clear at the end of time." Return to the generator room.

Cross the room and exit through the opening. Proceed to the far most metal
grate, which is broken. Enter the water tunnel and continue until you arrive
at the water turbine. Climb the ladder and continue forward on the metal
catwalk. At the junction, turn right and enter the building. Lift the switch
there. There is now power on the elevator in here. Press the white button to
go up.

Exit through one of the openings and continue to outside. Keep going until you
are on the rooftop of the stone pellet machine room. There's a backpack on the
rooftop, so collect it. Another nice addition to the wardrobe. Climb down the
metal ladder into the room below. Turn right and go to the shell marker. Press
it. Go outside and click on the stone slab to make a bridge. Notice clue on
the left wall 4:10 "The number of the watcher is six hundred and twenty five."
which is the same number on the drawing in Kadish's Room.

Return to the stone pellet machine room. There are two links here: a Bahro
Stone to the upper cavern and a book to a location on Ae'gura. Link to the
cavern. Observe all the paintings on the walls, the symbols inside each circle
and how many spokes there are in each circle. Clue 5:18 reads "The gathered
will find rest when the light comes.". Link to Relto and from there use shell
marker on Er'cana book to return to stone pellet machine room.

Once there, retrace your steps back to the control room (up the ladder to the
rooftop, down the elevator to the four mixers room, through turbine tunnel,
turn right once inside generator room, climb stairs). You need to turn power
back on on the yellow circles. Sit on the chair and turn each of them on.

Now return to the room with the elevator and the four mixers. Each of these
has three controls and a button. Each control has a symbol that corresponds to
the drawings on the upper Bahro Cavern. By setting the controls to the number
of spokes on each wheel you will produce stone pellets with the right amount
of energy. You will be testing them anyway to see if they are correct.

Go to each viewer. The scales have red (thin) and black (thick) lines: each
red line is a one level increment and each black line is a five level
increment. Set the controls for 40, 30 and 20 or on the 8th, 6th and 4th black
line counting from the bottom. After the fourth mixer has been set, press the
big yellow button. Now, remember the 625 number? That's how much real time you
will have to wait until the pellets are ready, which translates to 14 to 15
minutes of real time.

A Note on D'ni times: well as I suspected I did convert the time wrong
(initially I had a 10 minute time wait)... as it turns out, D'ni time is a lot
more complicated then I thought! Thanks to JesusAddict and Bah'tahm for this:

Rather than waiting for 625 seconds, we are forced to wait for 625 prorahntee.
Which means that the exact time to wait for the falling pellet and also the
ladder is 14.5 minutes. This comes from the D'ni time system:

1 yahr = 30 h 14 min = 5 gahr-tah-vo-tee
1 gahr-tah-vo = 6 h 3 min = 25 tah-vo-tee
1 tah-vo = 14.5 min = 25 gor-ahn-tee
1 gor-ahn = 36 sec = 25 pro-rahn-tee

The D'ni egg timer in the Kadish's room (where you link to the lower Bahro
cave back in Ahnonay) rotates once in 1 tah-vo (14.5 min) and the D'ni numbers
on the clock give the number of pro-rahn-tee, 625 which in the D'ni number
system is 1-0-0 (base 25 number system). That makes it a nice even number,
even if it doesn't seem that way to us.

When they are ready go to the pellet machine room and press the blue button.
The machine will open. DO NOT PULL the lever in any circumstance unless you
want to produce another batch of pellets. Click on the blue button that
appears and a pellet will come out. Click on the pellet and link to the city

Note: each pellet is offered for a short limited time (less than 10 sec) so
you have to be quick to click on it and link to the desired location before it
falls to the ground on the stone pellet machine room.

This is a testing area. If your pellet was correctly made, the meter will fill
up and the pellet will release an intense white light when it hits the water
down there. Before you leave this location, climb the stairs to the upper
level and see the clue there: 3:110 says "The path of the stone is toil for
the gathered.". Return downstairs and link to the stone pellet machine room.

Click on the blue button to get another stone pellet and link with this one to
the upper Bahro Cavern. The avatar will link there with the stone pellet and
drop it in the water. You now have 10 real time minutes to get to the lower
Bahro Cavern so, get to it. Link to Relto and from there link to Ahnonay via
the shell marker. From Kadish's Room, link to the lower Bahro Cavern.

Note: if you want to, and as there is plenty of time to do this, you can use
all of the remaining pellets. Link with them to the upper Bahro Cavern so that
they will all drop to the lower portion of the Cavern. You will have to do
them one at a time and with several links in between them (Machine room to
Cavern to Relto to Machine room) but it will give you more time to look at the
drawings in the lower Cavern.

Wait for the remainder of the time you have. Place yourself on a good spot to
take a KI shot of the drawing with the four stones. You will see the pellet
falling on the water and illuminating the whole room. You have about 5 seconds
to see what's around you, so unless you want to go drop another stone pellet
on the upper Cavern, return here and wait for it to come, you better get that
KI shot at first attempt. There are also some lovely drawings on the wall, but
there isn't enough time to see them.

Once you have the KI shot copy it to an 8x6 grid. That's it. You're done with
Er'cana. Link to Relto and let us continue to the Path of the Shell.

5. The Great Tree Pub revisited

Link to The Great Tree Pub and go to the upper level. Enter the room. Now,
with all the assembled clues, the solution for this room reads as follows:

1:4 The door lies at the end of the path.
1:38 The passing of time gives the path to the gathered.
1:89 Be still and the path will be made known.
2:18 The action of the gathered means nothing.
2:19 The action of the deceived is toiling in vain
2:30 Darkness comes at the end of time.
2:32 Seek the path of the shell.
3:66 The passing of time brings the past to the present.
3:72 Take time to understand the path of the shell.
3:110 The path of the stone is toil for the gathered.
4:10 The number of the watcher is six hundred and twenty five.
4:52 The way is made clear at the end of time.
4:81 The future is always revealed to those who wait.
4:96 Rest in the light.
5:18 The gathered will find rest when the light comes.
5:32 Roll the stone to know the deceiver.
5:57 The path is folly for those who toil.

So, rolling that stone up the path won't lead you anywhere. What you have to
do is stand on the metal plate with the shell symbol, turn on the light and
wait for another 14 to 15 real time minutes without moving. Stand under the
light until you hear the sound. Also, if you look to the bottom middle right
side of the screen you will see one metal rod sliding to the position, where
it will allow you to climb the ladder, when the sound begins. Wait for it to
end. When it has ended, turn around.

If you look to the wall next to the huge boulder, you will see metal bars
forming a ladder. Climb it. Once up there walk the path of the shell until the
end. Click on the blue button at the end of the path to have a walkway extend
to where you are. Cross it to the other side.

Note: if you fall down on your way up the path, you will be behind the rock.
If you continue up this way you will arrive at the place where the rock
normally stops. The floor will open and you will fall into a room with a
tunnel curving upwards. Following this tunnel will lead you back to the room
with the lamp and you will enter from behind that huge clock device, which
will lift up to let you pass.

You are in a chamber with a stair leading down. Follow it and exit to the
Great Tree. Cross the wooden bridge and enter the Great Tree. There's another
drawing on the wall, a spiral path on the floor, a blue button and a shell
marker on the wall. Press the shell marker. The button turns the lights on and
off and makes the walkway you crossed to get here retract. Leave it on for the
gathered love the light.

Take a KI shot of the drawing or copy it to an 8x6 grid. When you are done,
find the start of the path near the entrance and walk along it until you get
to the center. You will be linked to another Age.

6. Myst

You'll arrive inside the fireplace on the Library in Myst Island. Press the
red button to open the panel and click on the empty space to exit. Look
around, but there isn't much to see. Pick up Katherine's outfit on the NE
shelf. Return to the fireplace. Press the red button to close the panel.

Now, here's the tricky part. Remember all those drawings you have been
collecting? Merge them all into one and you will have one of the solutions to
the fireplace panel. The final drawing should look like this:


where X means the panel should be in and O means it should be out. Click on
the panel to have a close up view and then enter the above sequence. This is
just like the original Myst puzzle. Press the red button and the room will
rotate showing you a link to the next Age. Click on it to link to...

7. K'veer

You won't be able to do much here. As soon as you link in you will hear
Yeesha's speech. Listen carefully to it. She will also link you to Ae'gura and
literally dazzle you. Then you will see the final message for the Path of the
Shell and that "perhaps the ending has not been written yet."

Well the game sure isn't finished. We are still missing a couple of things.
When you are back on K'veer look in front of you. Go to the desk. There's a
Relto page here that adds lovely green plants to it. There's a letter from
Yeesha to her parents and on the chair there's Atrus outfit. Collect it.
Nothing more to do here, except to link out to Relto.

8. Myst revisited and Kadish Tolesa

On linking back to Relto take a moment to appreciate how beautiful it has
become... but we are still missing two Relto pages. Go to the hut and link to
Myst. Once you arrive in the fireplace get a close up on the panel. For those
of you who played Myst recently or have the notes from when you played it
handy, this should be easy. For those of you who like me haven't played it in
ten years and don't remember the original solution to the fireplace panel,
well here it is courtesy of Tijara:


where X means the panel should be in and O means it should be out. Click on
the panel to have a close up view and then enter the above sequence. Once
more, press the red button and the room will rotate revealing a shelf with a
Relto page on it. Congratulations, you now have a brand new fireplace on
Relto. Enjoy it. Think of all the cookies you can bake! Link back to Relto and
you'll see it outside the hut.

Now, remember Yeesha's speech saying something about Kadish's body not being
on the vault anymore? And something else about new life? Let's take a closer
look at Kadish Tolesa. Open the book to Kadish and link to the marker if the
last one you touched was the one inside the vault. If not you will have to
make your way there.

Once in the vault, approach the entrance and turn to the right. You will find
a linking book there. Touch it to link to a different version of Kadish vault.
Upon arriving notice the red butterflies. Wow! Continue forward to find a
Relto page that adds them to your Relto. Now go to the floor of the vault.
There are pieces of a letter strewn around. Apparently Yeesha now has the
powers of the Gods and has saved Kadish's life. There's also a helmet on top
of some sacks. Pick it up to add to the wardrobe. Link back to Relto.

9. Final Considerations

There is something new on Gahreesen. Link there and go to the big rotating
building. Once inside go to one of the Locker rooms. Stand under the pipe and
you will be equipped with a Maintainer's suit which you can take anywhere. It
will be on the head section of the wardrobe in Relto and you will only see the
helmet there. When you select the helmet, the full suit will be outfitted on
the Avatar.

There's also something to be collected from the dry version of the Cleft. Link
there from Relto by using the first book on the left bookshelf. Make your way
to the cleft and climb down. Next fall to the bottom of the cleft and make
your way to the second fallen wooden walkway that you can climb. When you
finish climbing, turn to the room on the right. On the top of the stone table
with the near the entrance you'll see a pair of goggles that can be picked up
and added to your wardrobe collection.

An Easter egg has been found by Shangra, in Myst Age. As would be expected, it
involves a inserting a sequence in the Fireplace panel. The sequence is the


where X means the panel should be in and O means it should be out. Click on
the panel to have a close up view and then enter the above sequence. You will
be shown a recipe for D'nied Eggs. Let me just say I wouldn't touch them with
a ten feet pole! Is it just me or does this code look like a fried egg, sunny
side up? ^_^

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

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

--- E. Expansion Pack Features ---

1. Bahro Stones
Er'cana - Panel off to the side of the stone pellet machine, links to
Upper Bahro Cavern. This link isn't stored in any book.

Ahnonay - Central structure within Kadish's room, links to Lower Bahro
Cavern. This link isn't stored in any book.

2. Short Guide to Relto Pages
Behind a closed door in Harbor Room #2, only accessible via shell
marker, adds a D'ni clock to the new island in Relto.

End of water disposal tunnel #4 (northwest one when exiting from the
control room), adds five fire marbles to Relto.

Shelf on rotating fireplace after original Myst code is inserted, adds a

After finishing the game, on the table with Yeesha's note to her
parents, allows greenery to grow on Relto.

Kadish Tolesa
After finishing the game, in future version of the Vault. Brings two
swarms of butterflies to Relto.

3. Hats and Clothing
Great Tree Jersey
The Great Tree Pub: on the handrail of the outside balcony that looks
on the Great Tree.

Pub Jacket
Ahnonay: top of cot on the right side of Kadish's room antechamber.

Backpack 2
Er'cana: rooftop of stone pellet machine chamber.

Katherine's outfit
Myst: shelve on Myst library after exiting from the fireplace.

Atrus' outfit
K'veer: on the chair behind writing desk with note from Yeesha.

Kadish Tolesa: (only available after finishing the game) future version
of Kadish Tolesa floor of vault room.

Maintainer's Suit
Gahreesen: stand below the tube in one of Gahreesen locker rooms.

Cleft (dry version): on the stone table on the right side of the
entrance to the room with Atrus' letter to Yeesha.

--- F. Contributors ---

- Me. ^_^
- Tijara: thanks for all the help and support given. Wouldn't been able to do
it without you.
- Bionikai001 for the correct name for Ahnonay Cathedral.
- Shangra for the help he gave me, for finding the reference to Rolep for
Me, for telling me of the secret room in The Great Tree Pub and of course
for the Easter Egg code.
- G'ildor for sending me the correct tags for clues 2:32, 3:66 and 3:72.
- JesusAddict and Bah'tahm for their explanations about D'ni times.
- Kurtg and a player who wishes to remain anonymous for sending me the
location to clue 2:19 that I had missed.
- MrM3FaN for telling me about the clickable feature in the Fissure drawing
present in Er'cana.
- Tweek for a correct description of the symbol on Ae'gura's book spine and
for some added material about the names for the The Great Tree Pub.
- BrettM for some background on the names for the The Great Tree Pub, tips
about the last crab in Ahnonay and about using all the pellets in Er'cana.
- Jodi Moses for the locations and pictures of two shell markers I had missed
in Er'cana.
- Mark Wooge for the corrections he submitted to the Er'cana section.
- Audrey Muratore and Zerocool867 for another way of finding the sequence to
open up Kadish's room.

Uru - Ages Beyond Myst - Expansion Pack 2 Tags
Download Games, Uru - Ages Beyond Myst - Expansion Pack 2 , Cheats , Walkthrough , Free Play Online Games


Powered by EZionTech || Privacy Policy