We give you as much detail as any walkthrough, to help you finish. But unlike ordinary walkthroughs or cheats, we show you just the hints you need, so your game is never spoiled.
Select the area where you're stuck and then keep clicking "Show Another Hint" to get the right level of help -- anything from a small nudge to a full answer. You can either view these hints for Uru: Ages Beyond Myst for free from our website, or for more convenient and ad-free access, use our UHS Reader for Windows software. Pull it up to turn on some lights. Down the ladder and along the tunnel. Underneath the fourth light is another label: At the far end, climb the ladder and pull up the switch to turn on the lights.
This part of the complex is similar to the part you arrived in. Climb the ladder to the upper level and exit using the stairs. Go round to the right and behind the wall is another label: Follow the catwalk into the next building. Inside is a generator similar to that in Yeesha's home in the Cleft.
There are 4 exits from this room. The doorways to the left and right lead to water outfalls. The doorway opposite leads to a control room. The other exit leads back the way you came in.
Pull up the switch to the right of the control room exit and the generator starts up. There is a shell cloth to the left of the control room exit. Up the stairs to the control room and out the other side.
There are 4 massive tanks with rotating mixers. If you wander over to the tanks you can see that they are partially filled with water and there is an outlet pipe. There is also a ladder leading down with a sealed hatch at the top.
The catwalk leading to the far end of the complex is broken. Wish the DRC would get around to fixing things! Go back to the generator room and take the exit on the left.
Walk to the second outfall pipe and note that the debris guard is damaged. Climb inside and walk to the far end. The way out is blocked but it may be worth investigating later. Go out the exit on the other side of the Generator Room. On the far wall is another label: If you jump into the outflow pipe nearest the windmill, you can see a Relto page just on the other side of the debris guard. You can see the 4 mixing tanks and the outlet pipes. If you can shut down the mixers you may be able to get through the broken debris guard to the far tanks and from there to the other end of the complex.
Note that there is no power to the far end of the complex yet. Turn round and go sit in the chair opposite. The blue buttons scroll the image of the complex right and left. Press the left button until you can see the 4 mixing tanks. Press each button and 3 icons appear on the right of the screen. Touch these icons to turn off the mixers, open the hatch and drain the water.
The number 1 tank doesn't drain but not to worry. Press the left blue button again. Each one activates an icon on the right that turns a yellow segment on or off. Turn them all off for now. Take the stairs leading up out of the control room and climb down the ladder into the left-hand mixing tank. Walk down the outlet pipe and at the end is a Relto page that adds fire marbles to your hut. Return to the control room and go back to the generator room. Take the left exit and go to the far outflow pipe.
Jump inside and walk to the other end. The door is now open so climb the ladder and make your way into the next building. On the right is a switch. Pull it up to get some juice flowing. Step down into the room and note the 4 machines. On the far side of the room is an exit with a broken bridge. Over the other side you can see a shell cloth that would be nice to get to. On your right is another label: Back into the room now and on the central rail is a blue button that operates an elevator.
If you didn't turn off the yellow segments then you will go up and come back down again. When you get to the top, exit through either doorway. At the end of the catwalk is a magnificent view of the mountains. You will also find a neat little rucksack. Climb down the ladder into a short corridor. Turn right and touch the shell cloth on the wall.
Now pick up the broken lump of concrete and shove it along to form a bridge so you can get back to the machine room. Turn around and walk to the room at the far end. This room is the purpose of the whole factory - not going to tell you what it produces yet.
Your next task is to get the 4 machines working. Climb back up the ladder and take the elevator down. Return to the control room and turn on the 4 yellow segments.
All the way back to the machine room and there should now be a red lamp on each machine. If you look through the viewscreen you can see a set of 3 sliders and a button on the right. Note the symbols at the bottom of each slider. The 4 machines seem to be connected to the 4 mixing tanks so I reckon that they are mixing units.
All you need are the settings for the sliders. Go to the room at the end of tunnel. On the right of the central device is a Linking Book and a Bahro Stone. Use the Bahro Stone to link to a double chamber. You arrive in the upper level.
There is yet another label on the wall and three drawings. Note the symbol in the center of each and the number of spokes:. Return to the factory via Relto and the Er'Cana shell cloth. Go to the Linking Book in the end room and touch the page. This time you will arrive in a very grubby chamber.
There is a device on the edge of the floor with a receptacle that looks much like that in the room you have just linked from. If you climb the ladder there is a label on the wall: Use the Linking Book on the lower level to return to the factory and go to the mixing units. Set the sliders in each one to 40, 30, When you have set the last slider, the button will turn yellow. Press it and a timer will start to count down.
You can wait around here for a while or wander off for a look see. After about 15 minutes, return to the room with the Linking Book. If there is blue light all should be OK. If not then you need to wait some more. Press the blue button and the machine opens up. It appears that you have made 6 pellets. Press the blue button and one of the pellets will be delivered to the receptacle in front of you. Touch the pellet and the Linking Book and you will be transported to the chamber.
Note that if you wait too long after touching the pellet, it will be disappear into the bowels of the machine. When you arrive in the chamber, the pellet drops into the device and the meter records the level of energy. If it is full it will drop down and dissolve giving off a bright white light. If not then there is just a soggy splosh. Return to Relto and link back to the Watchers Sanctuary. This time link out to Ahnonay using the book of the right of the alcove.
You arrive in a small circular room with a single exit. Through the door is a gallery with familiar symbols on the walls. At the end of the gallery is a Linking Book that will take you to Ahnonay. The wall on the left has a label: Link to Ahnonay. You arrive on one end of a horseshoe shaped island with a lagoon in the center The island itself is surrounded by a number of other islands and there seems to be a very strong current in the water.
As you walk round the island you pass a number of long rock formations. On the third of these is a shell cloth on the corner and round the back is a slope that leads up to some stepping stones. Note the square tower on the little island. Continue round the island to the opposite end of the horseshoe where there is a pedestal with a linking book that will take you back to the Ahnonay Gallery.
In the center of the lagoon is a tower with a number of blue segments. These segments relate to the position of all the creatures on the island. Recalling the notes in the journal in the Watchers Sanctuary that Ahnonay could move in time - you need to find some way to time travel. The solution is to kick all the crabs off the island and then link back to the Ahnonay Gallery.
To get the crabs off the island, you need to walk towards each one and herd them into the central pool. Once you have got rid of all the crabs, there should only be one blue segment on the tower - and that's you. If there is more than 1 segment lit, then you need to go find the crab. It is likely to be sitting on the island with the square tower. Go to the stepping stones at the top of the slope and jump out into the water. Swim as fast as you can running mode at an angle away from the island and you will be carried by the current to the tower.
If you miss, you will be carried back into the lagoon for another go. When you get to the tower, walk around the underwater ledge and note the label round the back: Up the stairs and note the doorway that you can't open.
Walk all the way round to another grid:. Jump off the tower, drift into the lagoon and make your way to the pedestal. Link back to the Ahnonay Gallery and from there back to Ahnonay. Things have changed a bit.
Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Uru: Complete Chronicles Store Page.
The critically acclaimed adventure of Uru: Ages Beyond Myst returns with this special collection that contains more Uru than ever before. Most popular community and official content for the past week. Falling through. I am in Gahreesen and once I am outside of the first structure, I'll have to jump on the tower rock to get to the next journey. For some reason I keep falling through it, tried several times but it is like it's not solid at all. Am I doing something wrong?
Game doesn't start anymore - screen stays black. Hello folks, I recentl reinstalled URU and everything went well. After a couple of weeks the game wouldn't start at all. Meanwhile I can hear the music stuttering but the screens stays black and nothing happens also before Windows 11 update. I checked the game files and had 15 replaces.
Still the same issue. Any ideas?
0コメント