.:. Uru: Ages Beyond Myst .:.
  Expansion Pack 1: To D'ni

- Walkthrough by Coelho Buda (aka Orlando Soares, the.hare@zmail.pt)
- Version 1.2

--- A. Table of Contents ---
 A. Table of Contents
 B. Version history
 C. FAQs
 D. Walkthrough
    1. Relto
    2. Bevin Neighborhood
    3. Nexus Room
    4. Ae'gura
    5. Teledahn Age
    6. Phil's Relto and Kirel Neighborhood
    7. Ae'gura and the Great Zero
    8. Great Shaft
    9. Final considerations
 E. Expansion Pack Features
    1. Bahro Stones
    2. Short Guide to Relto Pages
    3. Hats and Clothing
    4. Easter Egg Mode
 F. Contributors
 G. Legal Stuff

--- B. Version history ---

 Version 1.2 - (19.04.2004) - Added Relto bookshelf list. Added link list for
               Nexus room. Changed wording on some sections of Easter Egg mode
               to make it more clear. Some corrections throughout the
               walkthrough. Updated contributors list. Updated sites list with
               permission to post the walkthrough.
               (07.04.2004) - Added alternate way of getting the marker behind
               the Library. Corrected some errors throughout the walkthrough.
               Updated contributors list. Updated sites list with permission to
               post the walkthrough.

 Version 1.1 - (26.03.2004) Corrected the location of a marker. Added alternate
               way of getting to the other side of the prison cell in Teledahn.
               Added an Easter Egg section. Corrected grammatical and
               orthographical errors.

 Version 1.0 - Full walkthrough created on 23.03.2004.

--- C. FAQ ---

Q: Where can I get the expansion pack?
A: It's available for download at www.gigex.com, www.3dgamers.com, via ftp
   courtesy of Ubi and it has been mirrored by several fans (search the Guild of
   Greeters or Uru Obsession forums for the links). Also, it will be packaged on
   CD when expansion pack 2 comes out.

Q: How big is the download and how big is the game?
A: The download is 173 MB and it becomes a whooping 2 GB after installation.

Q: How do I save the game?
A: Unfortunately, there is no way for an user to save the game when he wants
   to. :p The game automatically saves any change you make to the Ages, and
   the Journey Cloths save your position within an Age, enabling you to return
   to it by linking from Relto. By default the game always loads to Relto Age.

Q: I really want to make a backup of my progress. What can I do?
A: In the Uru install directory there's a subdirectory called 'sav'. Whenever
   you quit, make a copy of everything in that directory and place it in another
   location.  When you need it, delete whatever is in the original directory and
   then copy in the stuff you last saved before restarting Uru.  This causes it
   to restart with everything as it was when you last started the game.

Q: Where is <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: Why are there no coordinates on my KI device?
A: The coordinate function only activates after the Great Zero has been
   calibrated. Coordinates are only visible in Ae'gura areas and the

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. Well, here we are again. Although Uru Live is no more, the first
expansion pack is out and ready to be fully enjoyed. This is my second
walkthrough, and I hope I can make it as good as my first one was. That being
said, any contributions will be gladly accepted. ^_^

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

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

So without further ado, on to the expansion pack.

1. Relto

This walkthrough assumes you have finished Uru: Ages Beyond Myst before going on
to the Expansion pack. If you haven't done so, some of the things I have written
below will not make sense. If you still haven't finished Uru, and need help, my
other walkthrough is available on the Internet.

You begin the game in your Relto. Go inside the hut. On the bookshelf to the
right is a new book written by Yeesha where she comments on the restoration
efforts and on its sad results. After reading it, go to the left bookshelf and
click on the blue book with the golden spiral on its spine. Turn to the first
page of the book and link to the neighborhood. Welcome to Bevin.

Here's a list of the books on the left bookshelf and where they link to
(numbered from left to right)

01 Desert Cleft                       (Tan book with green slit)
   01. Rainy
   02. Dry
02 Gahreesen                          (Pale green book with Maintainer's crest)
   01. Gahreesen
   02. Gahreesen Prison
03 Teledahn                           (Orange book)
   01. Teledahn
   02. Tree Stump
   03. Dock *
04 Kadish Tolesa                      (Purple book)
05 Eder Gira                          (Red book)
06 Eder Kemo                          (Green book)
07 Ae'gura (1)                        (Brown book with stylized tree)
   01. Great Zero Observation Room *
   02. Great Shaft Antechamber *
   03. Spy Room *
   04. Baron's Office
   05. Kadish Gallery
   06. Canyon Alley Balcony view
   07. Kerath Arch Balcony view
   08. Tokotah Rooftop
   09. Tokotah Alley *
   10. Palace Alcove *
   11. Library Courtyard *
   12. Concert Hall Foyer *
08 Bevin Neighborhood                 (Blue book with golden spiral)
   01. Fountain Plaza
   02. Balcony view
   03. Classroom rooftop view *
09 Nexus Book                         (Yellow book with green motif)

Links with an * are available in To D'ni expansion pack and will only appear
after you have linked there at least once after using the appropriate Bahro
(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.

2. Bevin Neighborhood

You will arrive on Bevin near a fountain. There are some cones lying around
along with a beach ball. Turn left and go down the stairs to the Garden of
Lights. There is some wreckage from the broken Aiyoheek Table on the left. Once
on the Garden of Lights, go to the right, near the small outcropping next to the
windows. Jump onto the outcropping and turn slightly to your left. On the right
wall of the left window there's a small sliver of white. Click on it to add a
Relto page to your Relto book. This page let's you add small islands around
Relto. Climb down and return to the fountain area. Climb the stairs behind the
fountain to a raised area and enter the corridor. Go through the inner corridor
doors to reach the Community room. There is a pedestal with a button at the
bottom center of the room. Touch it to hear a garbled message that seems to be
someone speaking D'ni.

Return to the fountain area and go through the middle passage. On the left you
will see a set of three buttons which control the lights. You can try them out
if you want to, to see how the Garden of Lights looks when it is all lit up.
When you are ready to go, continue forward to a small plaza. There is a Dn'i
clock here and three doors: two metal ones and a wooden one. Only one of the
metal ones works and it leads to the Classroom. Enter the Classroom to find a
note written in D'ni. Exit the Classroom. The other metal room leads to what is
known as the Egg Room, but it isn't working right now. Open the wooden door and
enter the Linking Room. Before going to the wood stand in the middle of the
room, open the wooden door across from the first one. Now go to the middle
wooden stand. Before touching the book, insert your hand in the slot next to the
book. This will calibrate your KI and add an address to the Nexus room. You will
go there in a minute. Touch the picture in the book to link to Nexus.

Note: for accessing Bevin Egg Room, please refer to Easter Egg Mode section of
the walkthrough.

3. Nexus Room

The Nexus room is a way station: it will contain all the links to Ae'gura (the
city) as well as the Great Zero and the two neighborhoods. For now, it should
just have two: Ferry Terminal and Bevin. To work it, approach the KI slot and
insert your hand there. A holo screen will appear with the available links at
the moment. To select a link click on it. A circular button will protrude and
light up in a yellow motif. Click on this button and the Nexus will spin around
and produce a link book. Click on the image shown there to link to the desired
location. As you have already been to Bevin, you should now go to the Ferry
Terminal. Click on the name, then on the yellow button and then on the picture.

Near the end of the game, Nexus should contain the following links:
 01. Ferry Terminal
 02. Tokotah Alley
 03. Palace Alcove
 04. Library Courtyard
 05. Concert Hall Foyer
 06. Rezeero
 07. Bevin
 08. Kirel

provided you remembered to register your KI in each of the KI stations that led
to a particular place, with the exception of Ferry Terminal and Rezeero, since
these are automatically added.

4. Ae'gura

Welcome to Ae'gura. You link in near a wooden stand with a KI slot and a linking
book. This book will link you back to Nexus, so there is no need to try it out
right now. As you already have the Ferry Terminal link in your Nexus, there is
also no need to use the KI slot. You can explore a bit if you like, but for now
city access is limited. If you go to the right and then through an opening in
the side wall, you will arrive at the Ferry Docks, an area with a few peers and
some sunken boats. Climbing the stairs will get you to an area with a tent and
some barricades blocking the Great Stairs. As I said before, for now the city
access is limited. Return to the link in spot and go to the left. You will see a
broken metal gate hanging by its hinges. Enter this opening to a small tunnel.
At the end of the tunnel there is another metal gate, but this one is shut and
you can not open it. To the left of this gate there is a stone with a Bahro
Stone on top of it. Touch the stone to link to a new small area in Teledahn and
say goodbye to Ae'gura for now.

5. Teledahn Age

This area is known as Teledahn Dock. You will be on a broken wooden walkway.
There is a broken feeder here and a Relto Page at the end of the dock. This page
allows the addition of a wooden dock to your Relto. Click on it to add it to
your Relto book. After that, link back to Relto. Take a moment to admire the
islands and the wooden dock. It is possible to jump to some islands and see
Relto from some new perspectives. When you are ready to continue, enter the hut.
Notice that there is a new book on the shelf, a yellow one with a green lacy
circle motif. This is the Nexus book and it allows you to travel to Nexus.

What we need to do now is go to the Baron's Office. You can link there directly
via link page on the Ae'gura (brown) book or via Teledahn. The Baron's Office is
located in Ae'gura and accessible via the link book hidden in the aquarium in
the room above the control room in Teledahn. When you get there, go to the desk.
Read Douglas Sharper diary (the 2004 one) to gain some information about what
went on during the restoration shutdown: you will learn a set of KI coordinates
(2175; 58; -81) and that there was a Spy room link book in Teledahn accessible
via the Prison room. After you are done reading, return to Teledahn via the link
book in the previous room. After arriving at the bedroom above the Control room,
take the elevator down to the Control room and from there down to the hut in the
cistern. Exit the elevator and go down the ladder inside the hut. When you
arrive at the bottom of the cistern, climb down the other metal ladder to go get
to the very bottom of the cistern pipe. Now climb the pipe until you arrive at a
section with a hole on your right. Exit through this hole and climb the stone
stairs. You will arrive at the Prison room. Remember Sharper's diary? He said
that when the main door was closed a book would appear. What we need to do is
close the cell door leading out of the Prison and keep the inner cell doors
open. To do this, make at least one of the buttons on the panel is showing a
gold panel and the others are grey. The sequence I used was the original one:
buttons 1, 3 and 5 down (grey panels) and buttons 2, 4, 6 and 7 up (gold
panels). Depending on whether you had weights on the pressure plates or not,
this will make the outer door close and the inner doors open. Look through the
outer cell door to the left. You should see a niche on the wall with a book in
it. Now you will have to go around to get to the book. As long as you remembered
to lower the small wooden bridge near the first feeder and to jump on the metal
walkway near the huge metal dam, that should be no problem because you have an
alternate way to that niche (that is, take the long way around, which I did).
You can also link out of Teledahn and using a Journey Cloth Marker link into the
Dock area which will get you closer to the prison.

Exit the Prison and go down the stone steps to the cistern pipe. Enter the hole
and climb down the pipe to the metal ladder. Climb up the ladder to the cistern.
Climb up the other ladder to the cistern hut. Exit the hut to the metal
walkway outside and keep going forward. Turn left at the fork and climb up to
the solar generator. Continue forward and to the right, down a broken metal
walkway to a fallen mushroom. Climb up the other metal walkway to get to the
metal dam area. Enter the corridor that leads past the Journey Door and continue
to the Dock room. Exit the room to the Dock area. Climb down the stairs to the
left to a wooden walkway. Cross the wooden drawbridge and go up the wooden
steps. Enter the corridor that leads to the outer Prison cell door. To your
right should be the open niche. Approach it and click on the link book.

You are now in Sharper's spy room. There is a linking book to the bedroom above
the control room in Teledahn, another linking book (belonging to Phil Henderson)
that links to a night time Relto, a telescope and Sharper's Hat that you can
collect to add to your wardrobe. Look through the telescope to gain an important
clue that you should write down. It looks like a name but it is not. Write the
sequence BOBOGOOBO. Now go to Phil's Relto book and click on the image.

6. Phil's Relto and Kirel Neighborhood

This is Phil's Relto and it is very somber. It appears to be nighttime. You will
arrive inside the hut. The left bookshelf is filled with linking books. The
wardrobe is inaccessible. The right bookshelf has a new clothing item, a DRC
vest, on the lower shelf. Click on it to put it on and add it to your wardrobe.
Phil's journal is also here. Read it if you want to. When you are done, use the
Neighborhood book, which is the only one with an up tab on the bookshelf (blue
spine with yellow spiral motif). This will take you to a new neighborhood, the
DRC neighborhood, called Kirel.

Upon arriving on Kirel, you will notice that the layout is all changed. Walk
around for a while to get used to the new surroundings. When you are ready,
proceed to the Community room. On this one, the pedestal with the button plays a
recorded message from Dr. Watson. Hear it to learn about the state of the
restoration effort before it was shut down. When you are done, return to near
the fountain and proceed to the Nexus room. Be careful not to link out of here,
you just want to acquire the link, because you are going to do a lot of linking
in and out of here in just a moment. Place your hand on the slot next to the
book to add the link to your Nexus. With that done, locate the controls for the
Garden of Lights.

Remember the sequence you saw through the telescope in Sharper's spy room?
BOBOGOOBO? You will need to input it here. B stands for Blue light button, O for
orange and G for green. Press the buttons in the sequence and the door to the
room next to the classroom (the Egg Room) will become powered up. Go there and
open it. This room has five central small rooms and in each one of them you will
find a Bahro Stone to a different portion of Ae'gura. Once you have visited all
links and added them to your Nexus, the barriers in Ae'gura will be opened and
allow you to run free through it. The Bahro Stones are distributed like this:

            Great Zero Observation    Library Courtyard

Concert Hall                                            Palace Alcove

                             Tokotah Alley

With the exception of the Great Zero Observation (GZO) each time you visit a
location within Ae'gura insert your hand in the slot next to the link book to
add that link to your Nexus. Once done, return to Kirel until you have all five
locations. As these were discovered via Bahro Stone, they will also be added to
the Ae'gura book on your Relto bookshelf.

7. Ae'gura and the Great Zero

When this is done you can begin the task of calibrating the Great Zero. To do
this start by going to the GZO, either via Bahro Stone in Kirel Egg Room or via
link in Ae'gura book. Once there, read the journal to learn a bit more about
what you need to do and why you need to do it. Well, the why part is linked to
the clue left by Zandi and found by reading Sharper's journal: you need to know
where the location corresponding to the 2175; 58; -81 set of coordinates is and
to do that, you need a minimal functioning KI device.

The quest to calibrate the Great Zero asks you to find 20 markers. A first set
of 5 represented by Green squares on the KI and then a set of 15 represented by
Red squares. The ones you pick up for the Green set will not be available for
the Red set. When you collect the first 5 markers, you need to return to the
Great Zero Observation to calibrate those and proceed to the next 15 set. To
collect a marker, click on it when you see it on screen: it's a white ball with
a red angled line. Your KI will flash and you will hear a beeping sound when you
are near a marker.

The locations for the available and known markers are the following:

01 - Great Zero Observation
02 - Great Zero Courtyard (1)
03 - Ferry Terminal near link in spot............................ (Ae'gura)
04 - At the end of the Ferry Terminal tunnel, near Bahro Stone .. (Ae'gura)
05 - Near the very end of the Ferry Docks........................ (Ae'gura)
06 - Inside Pub main room (2).................................... (Ae'gura)
07 - End of the ledge above Tokotah link......................... (Ae'gura)
08 - To the left side of the Museum entrance when facing it...... (Ae'gura)
09 - Inside the Museum, right side near the barricades (3)....... (Ae'gura)
10 - Barricade to the Guild Hall................................. (Ae'gura)
11 - First hole in front of Canyon alley (4)..................... (Ae'gura)
12 - Stairway to Concert Hall Foyer, first landing on the right.. (Ae'gura)
13 - Suspended wooden bridge..................................... (Ae'gura)
14 - Left of fork after suspended wooden bridge.................. (Ae'gura)
15 - Right of fork after suspended wooden bridge before stairs... (Ae'gura)
16 - Inside Library, bottom of spiral staircase (5).............. (Ae'gura)
17 - Close to the Waterfall...................................... (Bevin)
18 - Neighborhood balcony........................................ (Bevin)
19 - Inside Classroom............................................ (Kirel)
20 - Center of Garden of Lights.................................. (Kirel)
21 - Right side of inner corridor, before the Community Room..... (Kirel)
22 - Tokotah Rooftop near telescope.............................. (Ae'gura)
23 - Tokotah Rooftop near slit without telescope................. (Ae'gura)
24 - Small balcony overlooking Tokotah, near Palace stairs....... (Ae'gura)
25 - Baron's Office.............................................. (Ae'gura)

(1) This location and marker will only become available after the first five
markers have been collected and introduced at the Great Zero Observation chamber
calibration machine.

(2) The Pub is a location in Ae'gura accessible when you reach the middle
landing of the Great Stairs. Look for an opening with rubble on the left side of
the landing with a path leading down. Go down to reach the Pub.

(3) While inside the Museum, take a moment to grab a Relto page that adds star
objects to Relto. It is found on a stand on the left side of the Museum.

(4) This one forces you to Relto out of the City after collecting it, so do it
only when ready to leave the City. It is advised to do it walking, not running,
so as to avoid falling and missing the marker.

(5) The only doors that are open are the bottom doors. The upper Library doors
will not open. Once inside, you can take this opportunity to read a set of three
journals that are on a table near the entrance to the Library.

Collecting the first 5 markers adds a new location to the Nexus, Rezeero, also
known as the Great Zero. Collecting 20 markers opens the glass doors at the back
of the Great Zero.

Once you have access to the Great Zero, check behind a column to the right of
the stairs when coming down from them. You will find a Relto page that adds an
Imager to the island.

With the first part of the calibration done, now comes the second part: getting
the Toran, Distance and Elevation attributes online and then activating the
Great Zero itself. To activate these, you will need to find 4 markers. You can
only search for one at a time, so you will need to do four round trips to the
Great Zero.

There are three ways you can discover where the markers are: understanding how
the coordinates and the Great Zero work (not my cup of tea), having been on
Prologue and done marker missions while writing down every coordinate you found
for the markers (I knew the effort would pay off) or wondering around all over
Ae'gura, related areas and neighborhoods trying to find them by luck. There is a
fourth way: continue to read the walkthrough and I will tell you where to find
them. ^_^

Go to the very back of the Great Zero. You will find four calibrating machines
there. All of them have a set of coordinates, a drawing and a blue button. Only
three have active blue buttons for now. Start with the left side of the room and
with the farthest one, which corresponds to the Distance attribute. A coordinate
set is composed by a Toran value, a Distance value and an Elevation value. To
start a mission, click on the blue button while the calibrating machine is open.

To activate the mission, approach the machine, click on it and then click on the
blue button. A wheel will start spinning on the right of the screen. The
coordinate set for this marker is 61131; 71; -84. This corresponds to a place
within Kadish Gallery. Link to your Relto and from there to Kadish Gallery, via
link in brown thick book. Get the marker and return to the Great Zero. Go to the
back room, insert hand in machine and Distance will now be available.

Next, insert hand on the machine next to the Distance one. This is the Toran
attribute. Coordinate set for this marker is 59863; 57; -77: canyon balcony here
we go. This balcony is the one that overlooks the canyon alley in Ae'gura.
Canyon alley is also known as shopping district. Once again, link to Relto and
from there to canyon balcony via brown linking book. It's the page before the
one that links to Kadish Gallery. Once on the balcony, click on the marker.
Return to the Great Zero, and to the back room. Insert hand on machine to
activate Toran attribute which will then become available.

Now let us go to the right side of the room and activate the Elevation
attribute. Insert hand on machine and press blue button. The coordinate set for
the elevation marker is 60143; 1001; -70. This means you will have to go to the
top of the classroom in the Bevin neighborhood to get it. Thank goodness you
will not have to do the balcony jump. If you have not gotten the link to the
rooftop from Eder Kemo, do so now. It is behind the rotating obelisk. Once you
have it, link to the rooftop. Collect the marker and return to the Great Zero.
Activate the Elevation attribute. Only one more to go and this one will activate
the Great Zero itself.

Insert hand on fourth machine. Activate mission with coordinate set 57325; 110;
-79. Not so good, this location is in mid air behind and to the right of the
Great Library in Ae'gura. You will have to suicide jump to get it and click on
it while falling.

Note: several players have emailed me with the alternate way of getting this
marker. It is possible to get really close to the edge of the courtyard making
use of first person and third person view modes. Turn off the running mode. It
is a work of patience, but then again Myst players are nothing if not patient.
Get as close as you can to the proposed coordinates, and then inch along until
you get as close as you can to the edge without falling. You will probably have
to use the sidestep keys. Put the cursor over the marker, and click on it when
the KI indicator turns red.

When you manage to get the marker return to the Great Zero and insert your hand
on the final machine. A small scene will play out with a beam of light coming
from the outside and jumpstarting the Great Zero. KI is now functioning and will
give you exact coordinates for locations within Ae'gura, near it and on both

While returning to the Nexus link in the Great Zero take a moment to look at a
holo picture above the arch outside and opposite of the room with the four
calibrating machines. You will see Yeesha's new journey symbol (a shell) and an
image of Tokotah Alley. Well, it seems that Zandi's set of coordinates must be
near that then. Go to the Nexus and link to Tokotah Alley.

8. Great Shaft

Zandi's set of coordinates was 2175; 58; -81. When you link to Tokotah Alley you
will be extremely close to it. All you need to do is to walk to the precipice at
the end of the Alley and wait for the blue swiping ray of the Great Zero to come
by. When it does, the new Yeesha's symbol (Path of the Shell) will form in
midair. Jump towards it and you will be transported to a new location. If you
need to return here after, a link is added to the Ae'gura (brown) book.

This is the Great Shaft room. There is an empty bookstand with Nexus link here,
a non functional KI dispenser, a cot in the middle of the room and several cots
inlaid into the walls. Near the cot in the middle of the room is Dr. Watson's
journal. It is a very interesting read. The rightmost cot on the left wall, with
your back to the non functional KI dispenser, has the final Relto page: the
music player. Don't forget to add it to your Relto book. To finish the expansion
pack, go outside and follow the spiral ledge down until you fall or simply jump
into the middle of the shaft. You will see the final message for the game and be
transported to your Relto.

9. Final Considerations

After seeing the message that states perhaps the ending has not been written,
don't forget to check out for any goodies you might have missed. See the section
entitled Expansion Pack Features for a comprehensive guide.

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

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

--- E. Expansion Pack Features ---

1. Bahro Stones
      Ferry Terminal tunnel, links to Teledahn Dock

    Eder Kemo
      Behind rotating obelisk, links to Bevin classroom rooftop

    Kirel Egg Room
      One inside each small room linking to:
	Ae'gura - Tokotah Alley
	Ae'gura - Palace Alcove
	Ae'gura - Concert Hall Foyer
	Ae'gura - Great Library
	Ae'gura - Great Zero Observation chamber

2. Short Guide to Relto Pages
      A sliver of white on the right side wall of the left window, in the Light
      Garden. Adds a lot of Islands to your Relto.

      End of a wooden dock in Teledahn, only accessible by linking in through
      Bahro stone in Ferry Terminal tunnel. Adds a wooden dock to Relto.

      Inside the Museum, on a book stand on the left wall, adds star objects to

    Great Zero
      On the back of the niche to the left of the Great Zero stairs when facing
      them. Allows the addition of an Imager to your Relto.

    Great Shaft
      Link in room, on cot near broken KI dispenser, adds a music player to
      Relto. Will play any .wav or .ogg sound file that is placed inside the Uru
      MyMusic folder.

3. Hats and Clothing
    DRC vest
      Phil's Relto: bottom shelf on right bookshelf.

    Hard Hat
      Tokotah Rooftop: basically everywhere you look. There are two versions: a
      white one with a DRC logo and an orange one.

    Pith Helmet
      Eder Gira: last of the waterfall caves, below seventh Journey Cloth.

    Sharper's Hat
      Teledahn: to left on the telescope in Sharper's spy room.

    Tie Dye Shirt
      Teledahn: on crates in room with the seventh Journey Cloth above Dock

    Zandi's Shirt
      D'ni Riltagamin (Rainy version, also known as Rainy Cleft): hung on metal
      brace supporting trailer awning.

4. Easter Egg Mode

There's an Easter Egg mode in the expansion pack. To activate it, you first need
to open up the Egg Room in the Bevin neighborhood and then do a series of
specific actions. Let us start by opening up the Egg Room in Bevin.

Link to the Bevin Neighborhood, and go to the rail that has the controls for the
lights in the Light Garden. Press the sequence GOOGGO, where G = Green button
and O = Orange button. The Egg Room door will now have power. Go there and open
the door (it's the door near the classroom door). Don't know why this code works
or why it is the correct one. I found it out in the forums, and it seems that
the person that originally discovered it just got lucky. I also don't know the
name of the person that discover it, but if said person contacts me I will add
that person's name to the contributors list.

Once inside you will find five encrypted messages, one in each of the five
niches. I have reproduced them here, as well as the decrypted version:

First paper (one message)

 Wjyzws yt ymj qfxy ltfq tk jijw lnwf.    Return to the last goal of eder gira.
 Tshj ymj qnlmy mfx gjjs qny.             Once the light has been lit.
 Yzws tkk ymj qnlmy.                      Turn off the light.

 fghijklmnopqrstuvwxyzabcde               offset +5

Second paper (two messages)

 Wvkm gwc'em kwuxtmbml itt                Once you've completed all
 Wn bpm abmxa,                            Of the steps,
 Twws qvbw bpm zqemv zmuvivb.             Look into the riven remnant.

 Moo uihm qa amb                          Egg maze is set
 Wvkm gwc tmiem bpm lmamzb,               Once you leave the desert,
 Moo uilm dqtt zmamb.                     Egg maze will reset.

 ijklmnopqrstuvwxyzabcdefgh               offset +8

 Jmrh xli tmppeu vssa mr oehmwl xspiwe.   Find the pillar room in kadish tolesa.
 Wxerh riev xli tvizmsyw ipizexsv.        Stand near the previous elevator.
 Xyvr sjj xli kpsamrk jpssv efszi.        Turn off the glowing floor above.

 efghijklmnopqrstuvwxyzabcd               offset +4

Third paper (one message)

 Iq vq vjg icjtggugp rqxgt tqqv.          Go to the gahreesen power root.
 Vjg rqxgt owuv dg qp                     The power must be on
 Uvcpf qp vjg rnceg vjcv tckugu           Stand on the place that raises
 Vjg uvqpg                                The stone

 cdefghijklmnopqrstuvwxyzab               offset +2

Fourth paper (two messages)

 Hqwhu wkh whohgdkq sulvrq.               Enter the teledahn prison.
 Fohdu rii jhkq'v idzrulwh                Clear off gehn's favorite
 Sodwh frpsohwhob.                        Plate completely.
 Vwdqg rq lw.                             Stand on it.

 defghijklmnopqrstuvwxyzabc               offset +3

 Rotq zu kjkx qksu.                       Link to eder kemo.
 Mkz euax romnz yuaxik.                   Get your light source.
 Ktzkx znk juux ul znk puaxtke.           Enter the door of the journey.

 ghijklmnopqrstuvwxyzabcdef               offset +6

Fifth paper (two messages)

 Nv av aol klzeya pu aol yhpw.            Go to the desert in the rain.
 Svvr ha aol slma zftivs vm aol           Look at the left symbol of the
 Vypnpuhs jvkl.                           Original code.
 Zla hss mvby vm aol pthnly av pa.        Set all four of the imager to it.

 hijklmnopqrstuvwxyzabcdefg               offset +7

 Xfbs uif sfxbse pg zfftib.               Wear the reward of yeesha.
 Lffq ju po voujn zpv'sf epof.            Keep it on until you're done.

 bcdefghijklmnopqrstuvwxyza               offset +1

The order in which you should do these actions is linked to the offset used for
encrypting each message, which means you start off in Relto and end in D'ni
Riltagamin (Rainy version of the Cleft). I have included the keys and offsets of
each message to explain how to get to the solution. For those of you wondering,
the offset is the distance between the normal position of a letter in the
alphabet and its relative position in the encrypted alphabet.

"Wear the reward of yeesha.
Keep it on until you're done."

  Go to your Relto, open the closet and choose Yeesha's shirt. You have to have
  it on from beginning to end.

"Go to the gahreesen power root.
The power must be on
Stand on the place that raises
The stone."

  Open Gahreesen book from the book shelf, turn to the page with the initial
  location of Gahreesen and link there. Go to the second floor and once there
  make your way to the power room. Stand on the pressure plate that you used to
  solve the power puzzle and while standing there link to Relto.

"Enter the teledahn prison.
Clear off gehn's favorite
Plate completely.
Stand on it."

  Link to Teledahn and go to the Prison. Gehn's favorite number was five, so
  make sure plate number five (see diagram below) is completely cleared of any
  weights and stand on it. Link back to Relto.

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

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

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

           |   | 5

"Find the pillar room in kadish tolesa.
Stand near the previous elevator.
Turn off the glowing floor above."

  Link to Kadish Tolesa and go to the pillar puzzle room. Go to the blue button
  near the elevator that takes you to and from the hexagonal tile room. This is
  the button that resets the hexagonal tile puzzle, not the pillar puzzle. Press
  the button and link back to Relto.

"Return to the last goal of eder gira.
Once the light has been lit.
Turn off the light."

  Link to Eder Gira (red book) and go to the last cave where the Journey Cloth
  was found. Turn off the steam light generator and link back to Relto.

"Link to eder kemo.
Get your light source.
Enter the door of the journey."

  Link to Eder Kemo (green book) and go to the brain tree forest. Collect a
  swarm of fireflies and make your way to the Journey Door. Open it and enter.
  Fireflies will go away but don't worry. Continue onwards until you link to the
  Bahro Cave. From there drop into the hole to link back to Relto.

"Go to the desert in the rain.
Look at the left symbol of the
Original code.
Set all four of the imager to it."

  Link to the rainy version of the Cleft. You will appear in the projection
  room. Look to the drawing on the wall with the four symbols. Input the
  leftmost symbol in all the positions of the projector. You don't need to press
  the blue button.

"Once you've completed all
Of the steps,
Look into the riven remnant.

Egg maze is set
Once you leave the desert,
Egg maze will reset."

  Climb out from the cleft and make your way towards the fallen Riven telescope
  behind the volcano. If all went well, you will be able to look through it,
  hear Zandi saying "Another one?" and see a picture of the Cyan staff. It is
  also possible to jump to the other side of the fence using the metal plate to
  the left of the projector (with your back to the volcano and the fence in
  front of you). While on the other side of the fence, make your way back and to
  the left. You will eventually spot something at the distance. Keep running
  towards it to find Zandi on his Zamboni. When you get close enough to it, you
  will get to drive the Zamboni. Just be careful not to crash because this will
  end your experience.

  Also, when you are done and link out of the cleft, the puzzle will be reset
  and you will have to do it all over if you want another go at driving. ^_^
  Doing it all over includes resolving the hexagonal tile room puzzle in Kadish
  Tolesa and relighting generator in Eder Gira before you start resolving Easter
  Egg mode.

--- F. Contributors ---

 - Me. ^_^
 - Dadguy for bringing the Bevin Egg room code to everyone's attention at the
   GoG forum.
 - MrM3FaN for the clues on decrypting the messages.
 - Pyromethius for noticing an error in my Kirel Egg room code.
 - mistwolf26 for pointing out one of my usual mix ups with the Eders.
 - D. Vaughn Jr., E'nitra and Elara for telling me of their alternate way of
   getting the marker near the Library.
 - Michael Sebek for sending me corrections to some errors throughout the
   Walkthrough and suggestions about Easter Egg mode.
 - Minihane for the suggestion about the list of books and where they link to.

--- G. Legal Stuff ---

This document is copyrighted to me, Orlando Soares. Please do not alter it or
use parts of it without my permission and without quoting me.
The sites with permission to post this guide are:
 - GameFAQs             (www.gamefaqs.com)
 - Guild of Greeters    (www.greetersguild.com)
 - Uru Forums           (www.ubi.com)
 - GameSolves           (http://members.chello.nl/h.vangompel/)
 - IGN                  (http://faqs.ign.com/)
 - Gameboomers          (www.gameboomers.com)
 - Gamepad.de           (www.gamepad.de)

Copyright 2004 Orlando Soares.

GameBoomers Walkthroughs and Solutions