Myst Journey

Complete Walkthrough

Cleft

You begin the game in the middle of a desert in New Mexico with a volcano directly ahead of you and a trailer parked in the distance off to the right. Head over in the direction of the trailer first and meet Zandi. This guy helps you out for the first part of the game and should let you know alot of things you'll read in here.

After you meet him, head behind his trailer and go to the far side of the cleft to the ladder and climb down.

At the bottom of the ladder, head over to the bridge farthest away from you and try and cross it. Once you put your weight on the bridge, it snaps and you fall to your death. Game Over. No, it simply becomes a ladder you can climb up. At the bottom of the cleft, turn right and head to another broken bridge and climb up it. Turn left and fall down to a makeshift bridge made of three boards. Carefully cross over to the other side and take another left and fall down again, landing on a VERY narrow piece of rock. Cross this to the ladder, and at the top of the ladder, enter the doorway.

In this room, which I'll call the projector room, you will find several things of interest. Immediately to your left is a non-functional hologram projector, straight ahead of you is another non-functional hologram projector, and to your right is a lovely charcoal drawing on the wall of four symbols. Nudge the board out of the way of the fourth symbol and write them down, you'll need them later.

Find the doorway to another room and go in. Once you get in the room, you should see a big lever with a metal shaft coming from the ceiling. Pull the lever to release the brakes on the shaft. But it's not spinning yet. At this point you need to go back to the ladder that takes you out of the cleft back above ground.

On top, walk around the cleft to the windmill and push the lever so it starts rotating counter-clockwise. Now go back down to the projector room.

As you enter the room, you'll see that the projector is now active, but don't hit it yet. First, close the door you used to enter the projector room, and then go to the other room. Open the door here, so when you're done, the door that was open at first is now closed, and the door that was closed at first is now open. Go back to the projector room and hit the projector.

Here you'll find four symbols that may or may not look familiar. Change these to fit the four that are written on the wall behind you. Once you have them set correctly, push the blue button in the center and listen to what the recording has to say. In the middle of Yeesha's speech, she will reveal a Journey Cloth. After she's done talking, go over and activate it.

Now to find the other six cloths.

Leave the area using the other door, and fall to the cleft floor. Go to the left and climb the ladder. At the top is a small recess in the wall with a bed. You should be able to see a Journey Cloth inside.

Exit the room and you should be able to see the next cloth on the closed door to the projector room. Cross the bridge, fall down, climb up and activate it.

Now you need to go back up out of the cleft, above ground.

You may or may not have spotted cloth #4 earlier, but it's stuck to the side of Zandi's trailer. Head over there and get it.

Do you remember where you landed when you first arrived here? You probably didn't happen to look behind the NO TRESSPASSING sign that was behind you, did you? That's where cloth #5 is.

Cloth #6 can be a little tricky to find. From cloth #5, start walking to the left of the volcano. Keep going until you're behind it. You should see the skeleton of a whark lying on the ground. If you're not sure what a whark is, you haven't played Riven. The cloth is stuck to the inside of the whark's jawbone, just walk up it's spine and you'll see it.

Alright, now head back to the cleft and go down. Cross the bridge, but instead of entering the room, go left and cross the other bridge, being careful not to fall through the gaps in the bridge. You should see a mechanism with a bucket to your left. You need to press the foot pump to lower the bucket to the cleft floor. Go down and hit the cloth on the side of the bucket.

That's the last one! Now you can enter the Journey Door, which is embedded in the trunk of the tree right next to you. When the door opens, climb down into the tree and get your Relto book.

Relto

When you first arrive in Relto, you'll find a hut with a shut door. Open the door, but before you go in, turn around. Here are four pillars, each with the journey symbol on it. This walkthrough covers the ages in order, but you can do them however you like. The first age I'll cover is the age with the blue journey symbol. If you're standing at the hut entryway facing the pillars, it's in the back left corner.

Gahreesen

On arriving in Gahreesen, you'll notice that the shadows on the walls are moving quite fast. This is because the entire complex is rotating. You'll need to know that bit of info later on, so I might as well let you in on it as soon as possible.

Exit the entry area and pass the security station, which is currently unused. You'll notice that the doors in front of you won't open, no matter how nicely you ask them. Ignore them for now, and continue to the right. In the next section of hallway, enter the room to your right. At the moment, there's nothing of interest to you, but there's a link to D'ni, which you should ignore for the time being. For now, just go on to the next room.

Here is where you get something very important: the KI. Well, it's only important if you plan on playing Uru: Live. Either way, grab your KI and move on to the next room.

Watch your step! There's a huge crack in the floor here, and you don't want to fall in. Yet. Take a running jump over to the other side. Jump your way up the fallen slabs of rock. You'll find Journey Cloth #1 here.

Now go back out of here and fall down the big crack. Don't worry, you won't die, but you will find a Relto Page here (Makes logs and rocks scattered around the island).

From here, the only way out is your Relto book, so link out to the island.

When you link in, you'll be in the hut with the bookshelf. Go to the shelf and find the Gahreesen book. It should be the only one right now. There should be a Journey bookmark, which makes you link to the most recent Journey Cloth you've touched. Handy, eh? Use the bookmark to link to the pile of rock.

Exit this room through the open door and take a right. In the next section of hallway is a hole in the wall. Use this to enter the Beetle Cage room. There is a series of rods connecting the cages on the far side of the room when you enter. Use these as a ladder to climb on top of the cages to find a Journey Cloth.

Jump across (or fall and climb up) to the other bank of cages. There is a fallen slab of rock that will let you climb up to the second floor of the complex. You're going to have to jump up the wall in a few places, but you should figure it out. Cross the plank with the cones carefully to get to the other side. There is another crack in the wall here, use it to go out of this room.

It seems that the entire facility has taken quite a beating, the crack seems to run all the way through to the rotating mechanism on the outside! Enter the damaged part of the outer wall and run up against the moving parts of the building. Just keep running until you find yourself inside the wall. Once you see a big room, quickly exit the wall, otherwise you'll have to wait until it comes back around.

This room is very important. In front of you is a large bank of 5 switches. To the left of those switches is a Journey Cloth.

Ok, now comes the tricky part. You should be in first person view for this. Facing the cloth, strafe left (the < key) and walk forward. On the floor is a pressure plate that causes a big weight to raise up. Once it's as high as it will go, run over to the switch bank and hit the leftmost switch. Quick run back over to the weight and put it back up to the top. While it's raising up, line yourself up with the switch on the floor ahead of you. It's the same kind of switch you used in the cleft to lower the bucket. When the weight is raised, run over to the switch, hit it, then run back and raise the weight again. There is another foot switch on the other side of the big cog, run over and hit it, then run over to the switch bank and hit the second switch. This will raise the cog wheel so it connects with the rotating wall, causing power to flow to the switch bank. Hit the rest of the switches to power the whole place up.

Now that the complex has power, the hard part is over. Exit through the door next to the weight and go through the next door so you're in the same place where the big crack in the wall is. Take yourself down a floor to the main floor. You want to find the doors with the big green button. They're right across from the room with the KI dispenser. Once you've found them, take the elevator up and outside.

After you're done admiring the scenery, find the walkway extending from the side of the building to the left of the elevator. There are two rock outcroppings you can jump onto. The one you want is the one between this building and the other one. There is a Journey Cloth right next to you after you land safely.

Now your goal is to make it into the big building. You will probably have to wait for a while for a walkway to come to you. Once inside the big building, you want to find a conference room. Enter each room until you find the conference room with a Journey Cloth on the far wall next to the window.

This is all the farther you can get in Gahreesen for now, which is why I have it seperated into two parts. If you want to, head over to the other conference room on the opposite side of the building to find a dead-end link to D'ni. You'll come back to the age later to get the other two Journey Cloths. Now you want to head back to Relto.

Relto 2

The next age you want to enter is Teledahn. It's in the pillar with the orange journey symbol, which, if you're standing in the hut entryway, is in the front right.

Teledahn

You arrive in Teledahn inside a nice little house in a cave filled with very large mushrooms. The manhole in the house is locked at the moment, so exit the house. Walk around to the backside of the house to find the first Journey Cloth.

Exit the cave. You'll see a non-functional elevator that needs power. Are you seeing a pattern to this game?

Run along the elevated walkway through the giant mushrooms until you see a large mechanism to your left. There are three levers on the mechanism that you want to pull, although one of them won't budge. Don't worry about that one. After you pull those levers, there will be a yellow flashing button with the D'ni number 3 on it. Push the button 3 times to raise a big antenna-looking thing. Go around to the other side of the pole to find a viewer. Your goal here is to fit the sun into the ring in the middle by making it rotate at the same speed as the sun. Once you get it right, the mechanism will activate, powering up the age.

Go back out to the walkway and go left until you see another lever. Pull the lever and quickly enter the big bucket to your left. If you got it right, the bucket will carry you up to the control center. If not, just keep trying.

After you get dumped out, head over to the wall to your right, where you'll find a Journey Cloth between the two telescopes.

On the other side of the room is where it all happens. Sit down at the controls. You can turn on the lights using the three buttons on the right edge if you like. Hit the lever in the middle to drain the water under the house at the beginning. Once that's finished, flick the rightmost switch to unlock the manhole in the house. Head over to the elevator in the corner. There's a lock on the bottom right of the elevator, be sure to hit that first. Take the elevator up by hitting the blue button on the right.

On on top floor is a Journey Cloth.

After you activate the cloth, you should open the windows using the lever on your right so you can see what you're doing. On the desk next to you are two very important pieces of information. The first is the topmost piece of paper, which is the instructions for the Fry Man Safe Haven 3. Read the instructions on how to access the safe under the aquarium and set it back down. The second piece of information is lying on top of that sheet of paper. It looks like some sort of map with the D'ni numbers from 1 to 7 written next to rectangles. Copy this map down, you're going to need it later on in the age. After you get these, leave the desk area and head over to the aquarium. Notice that there is a Relto page between the packing crate and the aquarium (Changes the style of the hut's roof).

Follow the directions you read to access the safe, which exposes a linking book to Douglas Sharper's office in D'ni. The only thing you'll find there is a linking book back, a journal describing his 'adventures' in the DRC, and a dead-end link back to a giant mushroom stump in Teledahn. You can follow the link if you want to, it's not necessary for the game.

Head back down via the elevator's blue button, then hit it once more to go all the way down to the house you started in. You'll find that the manhole is unlocked, so go down the two ladders to enter the drainage pipe. Run all the way down the pipe until you can't go anymore, then exit through the hole in the side and go up the stairs. How handy, they stick the Journey Cloth right next to you.

In the prison you will find lots of rocks, skeleton pieces and stools that you can push around the room. You will also find seven pressure plates. Does the layout remind you of anything? Perhaps the map you found in Sharper's office? Each pressure plate is assigned a number from 1 to 7. If you don't know what the D'ni numbers mean, I can help you out. Starting in the top left and going counter-clockwise around the room, the plates are numbered like this: 4, 7, 1, 5, 3, 6, 2. Take this opportunity to learn how to read D'ni numbers, you'll need to know them later on.

If you take a look through the bars on the right side of the room, you'll see a series of seven plates, either raised and yellow or lowered and grey. These correspond to the pressure plates. Yellow means put something on it, grey means leave it alone. Once you get the combination, the bars will raise, but then the outer bars will lower, making it seem impossible to escape! There's one easy solution: instead of pushing a rock onto plate #2 (top right corner), use your own body weight to press it down, then quickly run through the inner door before it shuts. This way, you'll let the outer bars back up, letting yourself out.

Once you escape from the prison, you'll find yourself back on the outside in the fresh air. Walk along the walkway, passing the feeder until you get to a raised drawbridge. Pull the lever to lower the bridge and go across to the next area. What's that you say? The lever won't work? Try it again. Hmmm, looks like you got a defective version of the game, better go buy another one. What's that? You don't want to shell out another $50? Looks like you're going to have to take some drastic measures then. Get a running start and jump into the bridge, see if you can't bodyslam it down.

In the next area, you'll see a bunch of boxes all stacked up next to one another. Go through the door next to them and go up the stairs. Walk down this hallway until you see the Journey Door on your right and a Journey Cloth on your left.

Follow the path that the cloth is on until you get to a telescope-looking device. Look through it and turn it left until you see several rocks being hung by ropes. Use the slider in the bottom right corner to zoom all the way in. Find the two rocks that are very close to one another, and center the viewer on the one that is closer to you. Once you've got it centered PERFECTLY, hit the flashing button to shoot the rock. This should cause a ladder to fall down from up above. Go back to the Journey Door and take a right, going back out to the outside where the boxes are.

Jump your way up the boxes and jump over the area where the door is. On the other side, pass the ladder and hit the Journey Cloth.

Climb up the ladder and explore this room to find the final Journey Cloth on the right side.

Take the exit on the other side and follow these stairs down. Open the secret panel. You should see a link behind one of the boxes. DON'T HIT IT YET. Go up the stairs and re-activate the Journey Cloth across from the Journey Door. You'll see why in a minute. Go over to the Journey Door and open it. Now run as fast as you can through the blackness until you hear yourself linking.

Welcome to the Bahro Cave. Listen to Yeesha's recording, and once it's finished, hit the journey symbol to transport the Bahro totem to Relto. Jump yourself into the expanse to land safely back on Relto. Once back, go into your hut and link back to Teledahn (the orange book) using the journey bookmark. You'll wind up right next to the Journey Door.

Remember the link you found behind the boxes? Go back and use it.

Gahreesen 2

You are now in prison. But only to visit. Behind you next to the pillow on the bed is a Relto Page (Turns the mountain into a waterfall).

Also in the prison cell is a Journey Cloth.

Fall down the handy escape route to exit the prison cell. At the junction, take a right. At the second intersection, turn left and go up the ladder. Find the only door here and enter it. Go up to the top floor using either ladder. If you go up the ladder on the left, turn right at the top. If you go up the ladder on the right, turn left at the top. Go out the walkway to the outer edge and run clockwise to find the final Journey Cloth.

Now to find the Journey Door. Link back to Relto, then go back in to the initial entryway. The one you linked to when you first came to this age. Go back to the elevator that takes you outside, jump to the rock outcrop with the Journey Cloth on it and re-activate it. You'll see why you re-activated it in a second.

Turn yourself around and walk, NOT RUN, to the edge and SLOWLY inch yourself over the edge. You should land on a small ledge. Now line yourself up with the stone pillar in front of you and take a running leap to it. Now turn left. You should be able to see the Journey Door. Line yourself up with the ledge coming from the door and take another running leap. If you don't make either of the two jumps, you bookmarked the age right there by re-activating the Journey Cloth, so just link back. Otherwise, enter the Journey Door and run through the blackness to link back to the Bahro Caves. Listen to the message, transport the totem, plunge yourself into the expanse, wind up on Relto. You should know how to do it.

Relto 3

The next age you should complete is called Kadish Tolesa, and it's the purple-symbol pillar on the right in the back, facing away from the hut.

Kadish Tolesa

This age has, without a doubt, the best atmosphere of any age in the game. I think you'll agree once you finish it. The age is a series of puzzles that comprise a very elaborate lock for King Kadish's personal vault. The age is very linear in form, making a walkthrough quite simple. Anyways...

You will find yourself in a forest with simply tremendous trees. That's right, those walls aren't rock, they're tree trunks. Pretty dang big, I'd say. You have the option of going left or right, and you should go left first. Follow the path until you see some ruins. Go up the stairs into the chamber, where you'll find a circular device and a linking book. Use the linking book.

The place you wind up in is called the Kadish Gallery. Here you find the solutions to all five major puzzles in Kadish Tolesa. Plus there's some incredible music you can enjoy. The puzzle you should be concerned about right now is the one to your left with the three circles. Copy them down in the order from top to bottom EXACTLY AS THEY APPEAR. Just so you don't have to waste time linking back and forth, why don't you take the time to copy down the other four solutions.

The one to the left of the circles has a white jagged figure in a blue circle with five dots and a red rectangle. You need to copy down the position of the five dots, and their color (light or dark). You also need to remember the position of the red rectangle in relation to the white figure.

The main one at the end of the gallery has six spinning blocks with three sides. Copy down the number beneath each block, and then copy each design on each block with the number.

The rotating one to the left of that has four lines with different colors. For each color, there are three squares on the rotating circle. Your job is to find which number (from 1 to 4) is missing out of the set for each color. For example, the red set has a 2, a 3 and a 4, which means the missing number is 1. Write down the numbers in order from left to right of which color they are. Red first, white second, green third and blue fourth.

The final solution has little significance. All you need to remember is the figure at the top, the symbol that looks like a tree. Keep that shape in mind. The three circles at the bottom mean something as well, but they're not anything you won't be able to figure out on your own. Also I'll tell you later on when you need them.

Alright, now that you've got the solutions written down, link yourself back to Kadish Tolesa via the linking book provided.

Back in Kadish Tolesa, go over to the circular device to your right. Looking through it, you should be able to maneuver the different pieces so that it matches the design at the top of the three. Once they look the same, leave the view and head down the stairs. Take a right to go around the ruins. Once you get to a pit, turn around to find the first Journey Cloth.

Jump yourself across the pit and head back to where you linked into the age. Take the other path and watch out for water in your path. It won't hurt you, but it makes some loud noise that usually scares people their first time playing. When the path splits, turn left. At the top of the steps, go right to find a Journey Cloth.

Go back around to find a dead-end link to a balcony in D'ni. Take it if you want, you just bookmarked the age where you were. Go up to the second device, and make it look like the middle design you copied down. After you get it right, head down the stairs to the third device. You should know what to do with this one. If the design lines up correctly, you should see the wall behind the other end move, showing the next path to take. After you go through the chamber, you'll see a blue button to your left. Push it to reveal the third Journey Cloth.

Go into the next area to find the second puzzle of the age. At the bottom of the spiral, you'll find five blue buttons that light up various sections of the floor in the middle. If you remember correctly, the buttons you should hit will be the second, third and fifth buttons on your way coming down. The white figure from the gallery should be visible on the floor. Now logically, a person would think to walk through the light to the door on the other side, right? Wrong. Remember where the red rectangle was positioned? walk yourself over to where it would be WITHOUT TOUCHING ANY LIGHT. When you get there, walk through the shadows into the middle of the floor. If you did it right, stairs will appear. Otherwise, head back to the stairs and try again.

You can push the blue button here if you want, it simply resets the puzzle above. Keep walking down this path to find one of the best views in the entire game. After you're done taking in the scenery, take a right turn, and go up to the large building. Walk yourself around the building to the right side. In the recess in the wall, you'll find a Journey Cloth.

Now head back out to where the great scenery was. Going down the stairs, turn left and walk along the wall. You should be able to see a Relto Page across a gap. Go over to where the gap is the smallest and jump across. Get the page (Makes the trees grow a little).

Now head back and go into the big building to find puzzle number three. Go in the middle section to find a blue button. Hit the button to turn on the lights, and head down to the floor. There should be several recognizable designs on the floor, but no apparent pattern. You should also notice ten doors around the edges. None of them open, they're just for decoration. After spending some time down on the floor, go back up and turn the lights back off. If you waited long enough, the floor will glow and new symbols will appear. If not, turn the lights back on and wait some more. Go down so you're on the right side of the floor, with the light switch to your left. You should now see the tree symbol on the floor in front of you. Different variations of that symbol make a path from there to the other side of the floor, with a few bends and turns. If you follow that path correctly, stepping only on tree symbols, the final one will become an elevator down.

At the bottom is another reset button, you can push it if you find the elevator noise annoying. Also down here is another Journey Cloth.

The next room contains puzzle four. You'll find four levers and a reset button. The first task you have is to reach the room at the very top of the room. I numbered the levers from 1 to 4, starting at the left. The rightmost lever (lever 4) controls the far pillar. Pull that lever four times to raise it all the way up. Pull lever 3 three times so you can reach the ladder on pillar 4. Pull lever 2 once to reach the ladder on pillar 3. You don't need to pull lever 1 yet, so don't. Climb your way up to Journey Cloth #6.

Take the stairs down and flip the lever to find yourself back at the levers. Hit the reset button to lower all the pillars. Now comes the part where you need to remember the rotating solution in the gallery. Did you get the numbers right? The four lines correspond to these four levers. Here's the solution in case you didn't figure it out: Pull lever 1 once, lever 2 four times, lever 3 once, and lever 4 twice. If you get it right, you'll be treated to a nice scene of the ceiling lowering down to the second pillar. Climb your way up to find King Kadish's vault.

Unfourtunately, the vault is still locked, so you need to open it. As you make your way up to the vault, be careful not to fall off the edge. You will find a little control panel with many symbols and six buttons on it. This puzzle is a "what's missing?" puzzle. Each symbol means a number, did you write them down? Translate each symbol and find which numbers are missing out of each set. For example, the first set is missing the numbers 1 and 5. Since, 1 is provided on the first button, remove the number 1 from each set of missing numbers. Now the first set is only missing a 5, so hit the fifth button. Now all that's left is to hit the rest of the buttons from left to right. So to give the solution away, hit the buttons in this order: 1, 5, 2, 3, 4, 6.

Once in the vault, you'll find King Kadish inside with a linking book to the Kadish Gallery, along with more money than you can imagine. On the back wall is a Journey Cloth, you're going to need to jump up the crates to get it.

Now all you need to do is find the Journey Door. Exit the vault and head back down the stairway. You should see the Journey Door from there on the way down. When you get to where it would be, run off the cliff up against the wall and you should land perfectly in front of the door. If not, you bookmarked inside the vault. You know the drill from here on out. Open the door, run in, listen to Yeesha, transport the totem, fall into the stars, arrive in Relto.

Relto 4

Now that you've completed three of the four ages, you should be familiar with how the game works. I saved this age for last because it's the most irritating, and it takes real Uru skill to pull it off. In case you don't know which pillar the book is in, it's the one without a Bahro totem on it.

Eder Gira/Kemo

As you arrive, you'll find two steam geysers in the vicinity. Located high above one is a Journey Cloth. Remember which geyser it's above, and close off the other one. You do this by using the foot switch next to the cover. Once you've done that, head up along the path around the outside of the area. At the point where the wall comes up on your left side, walk right up to the edge. Put the view into first person and look down. You should see a small overhang beneath where you are. Slowly walk off the edge to land on it, and hit the Journey Cloth.

Now your goal is to jump over to the geyser behind and below where the cloth is. If it takes you a few tries, don't worry about it, just keep trying. Once you close off that geyser, there are three left. There is one halfway up the path from the start of the age on top of a cliff. Shut that one off, then continue along the path, over the bridge, and down to a dead end where you'll find the last two geysers. Once you shut those both off, the covers should be moving, as there is quite a bit of pressure built up beneath them. Head back to the beginning of the age to the geyser with the Journey Cloth above it. Stand yourself in the steam and be shot upwards to the cloth.

Now close off the geyser you just used. This makes too much pressure to handle and all the covers on all the geysers blow off. Now what you need to do is close them all off again, except for the one that's farthest away. Start with the two in the starting area, walk up the path, shut off the one on the way, shut off the one on the island in the lava flow, and then shut off the one farthest away from the rock wall. If you got them right, the final one will blow you up and over the rock wall, giving you access to the second area of this age with the waterfalls.

As you make your way along the path, you'll see a few waterfalls to your left along with a lake and a stream leading off into a big pit. You should also notice a linking book in an alcove and a dead-end D'ni link sitting on a rock near the falls. Don't link to either yet, but remember where they are.

What you want to do at this point is go behind the waterfalls. Behind a rock wall in that cave is an object you can push around. It looks like two stools tied together. You'll know it when you find it. What you want to do with this is push it into the water. Walk it towards the stream leading down into the pit. Now, at the point where the stream is at it's skinniest, you want to lodge the object so that you will be able to walk across the top without falling in the water. You're just making a bridge, essentially. Try walking (NOT RUNNING) across the top once or twice. If it pops free, readjust it. Once you feel sure that you will be able to walk (NOT RUN) across it safely, use the linking book provided to go to Eder Kemo, the garden age where it rains very frequently.

Take yourself along the nice path into the first section of the age, which I'll call the fountain area. There are two Journey Cloths in the fountain area. The first is quite easy to find, it's stuck to the side of the large rock outcrop in the middle of the trees, directly to the left of the main path as you enter.

The other cloth is a little harder to find. First, find the gazebo in this area. If you are facing the gazebo from the main path, walk behind it and turn right. The cloth can be found a short distance away through the bamboo trees.

Two more cloths can be found in this age, but they are in the other sections, which I'll call the tree section and the puffer section. As you make your way down the path, you'll see the Journey Door to your right. Remember where it is. Continue through the tunnel to find yourself in the tree section. If it's not currently raining, you should see a cloud of fireflies swarming around somewhere to the left. Remeber where they are for later. As you make your way to the three-way split in the path, take the rightmost path to head over to a levitating stone object. Facing the stone, turn around and make your way over to an alcove with a bench. Instead of going in to it, though, walk yourself up the wall to the left. There is a Journey Cloth attached to the light fixture.

Now you'll want to head to the puffer section. You will know what that is when you get there. Simply follow the path and stairs down. Find the gazebo in this area, face it, walk behind it on the left side and turn around to find a Journey Cloth.

Also in this area is a Relto Page which can be quite tricky to get to. It's on the opposite side of the path as where the Journey Cloth is, but it's situated up on a small ledge. Walk down the path and find the largest rock on the left side. What you want to do here is walk/jump up the side of the rock, using the puffer to stop yourself from falling off once you get on top of it. It will take quite a few tries, but it's possible. Once you make it up on top of the rock, turn right and face the ledge. You should be able to see the page from there. Simply take a leap to the ledge and grab the page (Puts decorations on the hut and a rug inside).

Now your objective is to find some friends. Remember the fireflies? Walk, NOT RUN, through the cloud of them a few times until you've got a nice swarm going. Now from here on out, you're going to be walking only, no running or jumping, they scare the fireflies away. Also they are allergic to water. If it begins raining, the fireflies are history. That is, unless, you're in one of the tunnels. Anywhere outside of them and the fireflies will get wet and fly away. Take the fireflies down the puffer section, through that tunnel, over the stones and into the room. Use the linking book here to take yourself and your friends back to Eder Gira.

As you arrive, take a few steps to one side or another. If you go forward right away, the steam from the vent will scare the fireflies away. Now walk across your little bridge. If you fall in the water, you're going to have to start over, so be careful. Once on the other side, go over to the right wall and walk over to the cave behind the waterfall. You're going to have to make a jump into the cave, but it has to be a standing jump, no running start. This will jostle the fireflies a bit, but they'll stick around for now. Once you're in the cave, walk right and you should see a device you can activate. This is a steam powered lantern, so turn it on to see better. There is another one at the other end of the cave. Next to the second light is an extention of the cave, so take it. Your little friends will make it so you can see where you're going. You'll find yourself in a small cave with another light, so turn it on. Find the door in this area and open it. Walk up and out through the waterfall. This will scare away the fireflies, but that's fine for now.

Exit through the waterfall and go around to the other waterfall and enter the cave behind it. In here you'll find two more of those objects you can push around. Push both of these over the edge and down to the water below. You objective now is to make another makeshift bridge so you don't need to jump to get into the cave behind the waterfall. That's right, you have to go get more fireflies and bring them back and take them farther into the caves. You couldn't have used the first set since you can only make one jump with them and not scare them away, and you need to make another jump. So line up the objects so you can go from the linking book to the cave without making a single jump. Readjust the first object if it's moved free.

Once you feel you'll be able to make it, go back into Eder Kemo, get more fireflies, come back, walk over the first one, walk over the second two to get into the cave, walk up to the section with the third light, and turn around once you get to it. There is another tunnel you can walk through, so take it and go up. You'll find yourself on a very narrow ledge above the lake. Use your one jump to cross the small waterfall in your way, and walk around and into the cave here. Find the light inside, turn it on, and hit the final Journey Cloth.

That's it! That's the last one in the game! Head back to Eder Kemo and enter the Journey Door. You know the drill. However, pay special attention to what Yeesha has to say this time around. Now you have another quest: to return what was taken. So now you have to go back into all the ages, go back through the Journey Doors, and use the Journey Symbol in the Bahro cave to return the totems to where they were at first. Don't ask me why, it's Yeesha's quest.

Ending

You can go back into the ages in any order you like, but there is one thing you need to do. Any time you return a Bahro totem, write down the name of the age with the symbol on the floor, and the relation it has to the other ages. Basically, you need to make a map of the Bahro cave, showing where you land from whichever age you link in from, using the symbols on the ground. Does that make any sense? You'll understand at the very end why you're doing this.

To help you out, or in case you are totally lost, here is a basic description of the symbols. Do you remember the puzzle that you needed to solve to view Yeesha's first recording in the projector room in the cleft? It's very similar to that. You will need to have four symbols, one at each of four points on a circle, the same shape as at the beginning. Starting at the top and going clockwise, the ages are Teledahn, Eder Gira/Kemo, Gahreesen, and then Kadish Tolesa is on the left side. The symbols for each are, in the same order, the square spiral with the lines through it for Teledahn, the snake-looking line inside the box for Eder Gira/Kemo, the circle with three lines behind it for Gahreesen, and the circle with the sideways parenthesis through it for Kadish Tolesa.

Once you've returned all the totems and copied down the symbols and their place in the cave, Relto will have a nice fissure in it, quite similar to the one in Riven. You'll also land next to the telescope from Riven. At this point, head down into the cleft, to the projector room. Here, input the symbols just as you wrote them down with Teledahn at the top. Once the combination is correct, hit the button and listen to Yeesha's final speech. When she provides a linking book for you, use it to give yourself a link to the cleft. This will also trigger the rain to start falling on the desert. Once Yeesha is done talking about the rain, push the blinking green button to gain a Relto Page (Makes it rain on the island).

Congratulations, you've finished Uru: Ages Beyond Myst (the single player game)! Now if you go to your wardrobe on Relto, you'll find a new shirt for you to wear, showing to everyone that you've completed the game. Of course, you won't be showing it to anyone unless you play Uru: Live. But now that you know the ages like the back of your hand, you'll be able to help out anyone who needs it.

Edited from original by Momruoy (Joel Webster)

Related: Official Prima strategy guide (PDF), via Internet Archive