Obduction

Obduction

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Hints and Helps Walkthrough
By mdstaley
You want to understand the game and figure things out yourself - not just complete the game by following directions.

This guide takes you through the entire game. It helps by: a. giving a hint b. giving a better hint c. telling you what to do.

Puzzles are described in a way that allows you to figure them out yourself rather than simply follow a list of instructions (although a list of instructions is also given).

Information from diaries, etc., are paraphrased into more easily understood summaries.

Villein numbers are given to create bridges in Maray and to find all your friends (everybody in the book) that have been chambered in the Maray ship.
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How to Use the Walkthrough
The main purpose of the walkthrough is to attempt providing information in this format:
a. Giving a hint about what to do.
b. Giving a better hint about what to do.
c. Telling you what to do.

You can probably pick and choose sections, but if you are looking for clues, you might want to read the prior sections too, since they might point out things you'll need to know for your current problem.

You'll be able to figure out how most of the levers and buttons work so this guide doesn't give minute details on how to do it (e.g. whether to turn a lever left or right, or how to get back to somewhere you’ve already been).

Cyan Basics:
Explore as much as possible. Throughout the game, try to get everywhere that is available. The more you know about the environment and the more you can surmise through the things that you know, the better you will be at understanding and figuring out the puzzles.

Curiously check everything out. Push on doors, try levers, push buttons, take note of strange stuff, and try to figure out why things appear the way they do.

Find all the locked doors. Remember where they are and what type of lock they have. For password locked doors, try entering a random password. This will let you know what type of password to look for when you are examining papers, books, and notes.

You'll never have an inventory, so while you can examine some objects, you can't keep them. You can take notes if you want the same experience of Myst and Riven, but you can also take pictures with the space bar.
Introduction & Exploring Hunrath




You’re walking in a pine forest late at night. An irresistible light advances and opens, a seed-ball flashes, and you are abducted.

You wake up somewhere else. After only a few steps you realize that you are now in a desert that has odd purple hills and distant islands floating in the sky.



Your abductor:


Things are in circles:








You decide to:
1. Get yourself out of the entry canyon.
2. Explore everything you can.



Watch the hologram videos - they can be long and seem tedious, but they give you a good foundation for developing a theory about where you are and what you are supposed to be doing.

Shiny rocks:


Notice these warning posters in blue ink:


When exploring the town, find the little house and the tracks that go behind the house:


View of a sphere behind the little house in town:


View from train tracks behind the house in town:


3. Figure out some goals - what do you need to do here in this desert?

a. Talk with C.W. (also called Cecil).

b. He's the one that left the note in the mailbox.


c. He’s inside a vault placed in one of the town buildings.

d. Go through the blue laser, into the house with a porch, and to the metal door in the right back corner. Push the green button to call him.



He gives you two goals: Open everything that was “locked down” for the battle and turn on the power.

Hunrath Map - there are spoilers in all the maps.
Hunrath I (Opening Everything up & Starting the Power)


You can see that there is a bridge with a propeller. Looking at the bottom of the bridge, you can see that if the river were higher, it would push the bridge open, allowing you to get behind the wall.

The Mayor’s waterfall video also talks about how important the water and waterfall are.

A dam at the top of wet rocks:


1
a. There’s an elevator behind C.W.'s house that is powered by a different waterfall.



b. Use the elevator and then move the lever to the dam on top of the hill to start the waterfall.


The Water Source:



(Unfortunately, while you’ll be able to get back down, you just made coming back up impossible. So, take your time if you want to see the view. It's not imperative, but you won't be able to come back and get another look.)

There's a locked door:


Interesting red-beam thingy:


2
a. Explore the other side of the wall

b. The propeller bridge turns so you can get behind the wall.

c. Push the right side of the propeller down, then use the lever situated nearby on the edge of the river.

People were just here (maybe 5 days ago according to C.W.'s note) ...



3
a. Find the generator

b. A huge electricity cable extends from the generator.





c. The blue car to the right in the train yard is the generator.

d. Flip the green switch, and move the red needle so that fuel doesn't go down the fuel drain.



4

a. Get fuel to the generator.

b. Follow the red fuel pipes to the gas station.


c. Turn the crank on the gas pump for about 5 seconds, run back to the generator.

5

a. Prime and start the machine.

b. Slide the panel next to the on-switch and fuel gauge.

c. Hold the pointer at 'prime' until the tube is full, then hold it at 'start' until the generator light turns green.

Looking at the map diagram at the end of the electricity cables, note that you still need to send electricity to the garage, ramp, and town. You won't be able to quite yet - but running around checking things out, trying to figure out how you might get electricity to those places will lead to important bits of knowledge (including how to do it).



6

a. Find a locked door on this side of the wall and notice what type of passcode it requires.

b. Run through the train station and up the hill.

c. The door cut back into the wall on the right has a password that is 4 numbers long.





Explore more of the area up here. Notice odd formations and bridges in the rock. Note how so many things seem to be in a circle or a sphere.

7

a. Get an understanding of the big gray sphere by the train yard.

b. There’s a turning system underneath.

c. Take note of how many pushes of the button it takes for the motorcycle to make one full rotation.



Hunrath II (Goals)
Run back to town and ask C.W. what to do now that you have power. He wants you to connect his battery and turn off the red beam.

Connect the battery.

a. Get inside the shop.

b. Push the red button next to the garage door.

c. Upstairs, turn to the right, see the huge blue battery, then open the short horizontal cylinder that looks like a grill lid.

d. Use the lever to connect the battery. C.W. will nag you about this whether you do it or not. Check out the note about C.W.'s attempts to work the battery (you won't use any of this information in the game).



On the other side of the shop, you can see equipment blocking a door:


Roam around the shop reading books, pages, and notes, etc.

The Lockdown List:



This gives you goals - Your job is to undo everything that was done for Lockdown:

Goals:
A. Find and open the Tree gate
B. Unlock and open Farley's house
C. Unlock the lower tower
D. Unlock the upper tower
E. Find the mine cart that was lifted up
F. Understand Mofang disabler
G. Open the garage door
H. Get water back to the roots of the Tree
I. Turn off the imager rocks
J. Open the swing bridge (DONE)
K. Fix the river (DONE)
L. Turn on the power (partially DONE)
M. Stop the red beam

Since you won’t do these goals in order, the guide will use this format to show you what goals you’ve accomplished and what you’re working on now. The current goal is bolded, the completed ones are crossed out. Goals: (A B C D E F G H I J K L M)

Mayor Josef Jansson's note:
This post-it like note gives you a hint: 'the vault' code is Farley’s address in reverse.



A typed note:
This indicates that the blue beam blows up Mofang technology.

Mayor's Imager Requests:
This tells you where to explore:
1. Entry Canyon DONE
2. Farley’s House DONE
3. Center of Town DONE
4. Tree
5. Water Source DONE
6. Membrane
7. The Wall / Tower
8. Locomotive Power Generator DONE
9. Scrapyard / Garage

Again, the guide will use this format. Goals: (1 2 3 4 5 6 7 8 9)

Ambassador Seed Swap machine functionality sheet:
This gives you information about the seeds. A sketch shows one.

*The first time spheres of worlds are swapped, the size is set and can't be changed
*There is no need to recharge the seeds; the dome wall does this
*When a seed is opened, it illuminates the surface area of the sphere it will swap
*A small battery makes this surface area easier to see

- flashback pic - you can see this illumination of the surface area in the sphere in which you traveled here:



*Plates work like solar panels to trigger the swap
*Machines should be locked down - or else somebody or something could get hurt
*The other world will see the surface area of their world that is about to be swapped
*The places of the worlds that are swapped are located in the same place (if you put one map on top of the other, the spheres will overlap); although, if there is a pair seed, the two pair seeds will swap instead.



The book:

This has some interesting science information. You mostly need the information in #7 on page 3:
A beam going through the outside dome keeps people from traveling through the wall (this is why you need to stop it).





Hunrath III (Red Laser, Cart, Tracks, Rocks)
F. UNDERSTAND MOFANG DISABLER Goals: ( F J K )

a. Blow up the two practice Mofang hologram projectors in the shop.

b. Push the blue button on the table, then use the short metal peg to move the blue laser around.

H. GET WATER BACK TO THE ROOTS OF THE TREE Goals: ( F H J K )

a. You get to see the Tree a bit better and find the water tank if you travel along the raised tracks.

b. There’s a yellow hose connected to the water tank that releases the pumped water back to the tree.


E. FIND AND UNDERSTAND THE MINE CART Goals: (E F H J K )

a. Back in the shop, use the down elevator button (up has been deactivated) to lower the cart to the dock.

b. Get in and figure out the navigation of the cart and how to aim the blue beam.

c. The beam has to be off in order to move forward or backward. The black shift handle below the screen moves the beam; you can also use the w,a,s,d keys. Right and Left are intuitive, however, up and down are opposite (press up if you want the beam to go down). Switch from beam to travel by flipping the green switch on the right front roll bar of the cart. Use the handle on the right arm (or up and down arrow keys) to move front or back. You can swivel your chair 360 degrees.








M. STOP THE RED BEAM Goals: (E F H J K M)

a. Blow up the red laser with the blue beam on your mine cart.

b. Turn the cart so that you can shoot the red laser projector.

c. Go forward until you've passed the first junction lever.
Back up onto the tracks going under the fence beside the shop door.
Aim the blue laser toward the projector of the red beam, and blow it up. The dome around Hunrath changes.



---
For all of the junction levers: The handle points in the direction of the tracks you will take. You can switch the junction lever from inside your mine cart without having to get out.

---

6. EXPLORE CELL MEMBRANE
9. EXPLORE SCRAPYARD / GARAGE Goals: (1 2 3 5 6 8 9)

a. Gain train track access to the scrapyard.

b. Set up the track switches (as you drive) to get to the mine tunnel supported by wooden planks and blocked by rocks. You probably won't need to switch the junction lever at this point to head off on the left tracks.


I. TURN OFF IMAGER ROCKS Goals: (E F H I J K M) (1 2 3 5 6 8 9)

You've seen the sets of rocks that are shiny-red:


a. Your blue laser can blow up the rocks blocking the tracks in the short tunnel (now on your right).


b. You can't get onto those tracks from where you are, so head on along your current set of tracks to get to the large door near the canyon entrance.

c. Blow up the shiny rocks that you discovered behind the door earlier. (Goal I has 3 sets of rocks; 1 more to go.)



a. Get out of your cart and run through portal wall #1 -

--
When you use a wall portal, you will come out 180 degrees from where you entered - wherever you pass through, directly ahead you'll see, at the far side of the dome, a beam of light indicating where you just came from. You can walk or drive through.

Examples:



--

After running through #1, you'll be at the scrapyard behind a couple of train boxes.


b. There is a machine shed that you can enter from two floors. The first floor gives you access to the shed door.

c. Open it so that later you can drive your mine cart through on the tracks.
The second floor gives you a few interesting things to look at and a fairly good view.

Hunrath IV (Fuel Garage, Villein Numbers, Farley's)
G. OPEN THE FUEL GARAGE DOOR Goals: (E F G H J K L M ) (1 2 3 4 5 6 7 8 9)

a. Continue to explore the scrapyard. You can get down to the fuel garage and turn on its power from here.

b. Get into the claw and go down to the supplies yard. Head off to the left. There is a humming metal cabinet to your right a few shacks down. Open the cabinet doors and flip the left switch. This allows the power to go to the garage, ramp, and downtown.





c. Find the fuel garage door and open it (opening up all this stuff helps you get around a bit more easily).

*Take a photo of the car license plates - or just come back and find them again later.

Villein numbers:

Use the Villein number generator to figure out their number system. The worksheet on the desk explains the system and gives you example exercises to practice. It's easy to learn if you are patient. If you'd rather not, there are really good guides on Steam. My favorite is Vernanonix because you can easily understand the math. However, new ones probably show up every now and then so perhaps there will be one you like better. Seriously try to figure it out. It's part of feeling like you actually won the game.

I. MORE IMAGER ROCKS Goals: (E F G H I J K L M)

a. With the machine shed door open, you can drive through with your cart.

b. Ride the claw up and go through portal wall #1 (hidden behind two train cars in the scrapyard).


Drive the cart up the hill by the cemetery and through the opening supported by wooden planks. This takes you through portal wall #3.


You can see the waterfall and the tower in the distance, and what appears to be mining or 'tunneling' holes in the ground around you.


c. Drive through the machine shed door and then around the circle (you've now turned your cart around). Drive back out the door and toward the edge of the cliff (you won't be able to drive off). Blow up rocks blocking the entrance you can see below you to the right.



d. Drive back through the machine shed door and around the circle again. Later you will need to be facing the other way and when you figure that out, it will seem like a pain to drive back here and turn around.

B. UNLOCK AND OPEN FARLEY’S HOUSE Goals: ( B E F G H I J K L M)

a. Get through Farley's back door, make a path through her house, and learn lots of information.

b. Drive the cart back through wall portal #3 to Farley’s and note her address.

c. Find Farley's back door again (on the other side of the wall).


d. Farley’s back door code is her address backward: 6341

Unlock and open the front door so you'll be able to run straight through Farley's house.
Take in as much information as you can (map, books, notepads, notes, audio tape, Tree diagram).



Pull down the projector screen. View 2 slides.



*Figure out the Villein number represented by the dotted slide projected onto the sideways 15. (Or run back and use the Villein practice system in the fuel garage.)

If you shut Farley's back door, there is a secret pathway but it is currently blocked by a grey sphere.

Hunrath V (Lower & Upper Tower)
C. UNLOCK THE LOWER TOWER Goals: (B C E F G H I J K L M) (1 2 3 5 6 7 8 9)

Close the propeller bridge so you can run across it and get to the tower.

a. Run back to propeller bridge (through Farley's back door or front door, it doesn't matter).

b. Pull the left side of the propeller down. Move the lever on the side of the river.

At this point you may be inclined to play with it a little bit more and turn the bridge to the left. Don’t. You won't be able change it back. You can manage but things will be a little bit harder. Just leave it closed.

a. Cross the top of the bridge.

b. Run through Farley's house, out the back door, under the rock bridge, up a few stairs to the right and to wall portal #6 (see map).
Go through wall portal #6. Turn to the left, run down to the bridge, then cross the top of the bridge.

Throw the lever atop the bridge to put the stairs down on the back side of the bridge.

Figure out the type of code needed for the Upper Tower

a. Run forward on top of the wall and examine the lock system near the tower.


b. The Upper Tower needs a 6 number code that you can enter on a rotary phone dial.


Find the Lower Tower from the other side of the tower.

a. Turn around and run back to the bridge. Go back across the bridge. There is a short rock tunnel straight ahead supported by boards. Go through the opening and through wall portal #5 (see map).


b. Run along the top of the wall. Find the green metal wall and door above/behind the train station.




c. The lock pad has a three numeral passcode.

d. You have a three-digit number somewhere.

e. Enter the 3 digit number made by the Villein slide found in Farley's house:

f. 406
Hunrath VI (Mayor's Office & the Tree)
C. UNLOCK THE UPPER TOWER Goals: (B C D E F G H I J K L M)
You are in the Mayor's office (or city council). Look around. Unlock and open doors. Find the elevator.



Read C.W.’s Information about the Bleeder (paraphrased version):

Mayor Sims said that it was possible to collect and scatter the power that constantly increases in the dome. At the time, some people thought that if the power continued to increase, and the system does what it is supposed to do, something bad might happen. They were afraid because Mayor Farley (probably Caroline's father) died suspiciously. We don't really know what would happen when the cell wall has collected enough power, but it wouldn't be a good idea to let the dome open (like the seeds). The dome acts like the little seeds (two spheres are swapped when they are activated). The dome is one big seed. Another sphere would be swapped with this one, and who knows what's out there right now? So the bleeder keeps the ecosystem's power low enough that the Trees won't mature. If they don’t mature, we don’t get swapped. The Villein cables come out of the bleeder and connect to the dome wall. It automatically senses when the power is high and turns itself on. This creates an electrical charge and a flash in the water. Hydrogen and oxygen are generated in the reaction. We can collect the gases, but most goes into the atmosphere. We're not too worried about whether this will create too much H or O in the atmosphere. The ecosystem seems to keep all of that balanced somehow. And, by the way - don't swim when the bleeder is on.



Read the minutes (paraphrased version:)
17125 AH - Special Council Session 11: Farley believes there will be an attack and has a plan. In preparation, they are "tunneling." The Villeins have just constructed something and are testing it.
17126&7 AH: Nobody wants to come to so many meetings.
17128 AH: Special Council Session 13: Cecil changed both the lower and upper tower lock - the code is in Farley's house.
*The key to the code is under the Direction of our first Mayor. (in blue ink)
17129 AH: Josef plans to chamber logs and books and put others in Farley's vault area, especially the ones about Hunrath history and their conflict with the Mofang.
1713-17137 AH: Only Tham came to a meeting. Everybody's scared.
17138 AH: Farley is waiting until 1741AH to hear from Chavar. Farley's plan will apparently send back whatever the Mofang have sent to kill the people here.
17140 AH: Farley has instruction sheets and a Mofang weapon illustration.
17141 AH: We need medication and food, so don’t take too many books.
17143 AH: Josef goes to be chambered

(Skip this part if you want to figure out the code hinted at in blue ink. The clues might come too soon and point out something you could have easily noticed yourself.)

Figure out the "key to the code" under the direction of the first mayor

Read the list of mayors, especially the first Mayor.


Notice the name on the small box on the Mayor’s desk.


Look on the back of the compass on the Mayor's desk. Consider the license plates on the desk.

Open the Upper Tower

a. Run back out the green door, and through wall portal #5 at the end of the path. You come back to the bridge - run across the top of it and keep going along the wall. You arrive back at the code entry system at the tower.


b. Enter your license plates code.

c. The code varies for each game.

In case you need help remembering what letters go with what numbers:


Call the elevator and go up.

There are gauges and lights for Hunrath, Maray, Mofang, and Kaptar.


There's a detonation box with a wire traveling to the bleeder.


A. OPEN THE TREE GATE Goals: (A B C D E F G H I J K L M) (1 2 3 4 5 6 7 8 9)

Use the tower to get access to the Tree

a. How many levels are in the tower?


b. Go to lower level, then up the stairs at the foot of the bed.


If you feel like it, listen to some music:


c. Yes! You can open the door leading to the Tree.


All Goals completed. Goals: (A B C D E F G H I J K L M) (1 2 3 4 5 6 7 8 9)

Ask C.W. about the next task:

1. GET UNDERNEATH THE TREE AND CONNECT EVERYTHING

Go back to the Tree. Climb down inside the Tree root.


Turn the lever on the pump and gauge by the Tree root. Explore here if you’d like.




Head back up and see that the Tree leaves have turned yellow.


(Now that the tree is connected, it will go through a maturation process until, like C.W. wrote, the bleeder drains the power. Periodically watch the Villein cables where they attach to the dome wall and the water around the bleeder. There's a neat reaction that occurs when the bleeder drains the membrane's power.)

Go back and talk to C.W. You hear that he's putting up plates around the Tree (remember the information from the Ambassador Seed Swap machine functionality sheet) and you get the next task:

2. CONNECT THE ROOTS OF ALL THE TREES

Find the 4 worlds (the four gauges from the tower) and connect the roots
A. Hunrath DONE
B. Maray
C. Mofang
D. Kaptar



Again, the guide will use this format. Goals: (Find: A B C D Connect Tree: A B D B)
Find Maray and Kaptar
B. FIND MARAY Goals (Find: A B Tree: A )

a. Use the transporter that you have probably already seen - it was in a sphere with grass and flowers.


b. Run back to Farley's house, through the house, under the rock bridge and turn right. Go through wall portal #6. From here, head toward the propeller bridge, turn left, and go through wall portal #5. This time, run only a little way until you can veer off the wall to the right.

c. Transporter A is in the gray rock sphere.



For more information on transporters, the color of illumination, and the world they swap with, see the 'bonus' section on transporters and worlds.

You arrive in Maray. Behind you is a huge ship made of what appears to be the same material as the blue beam projector and the number generators.


Note the 'ruins' sphere across the way.




Walk along the path to the locked door. There is no way in. Walk back and take transporter A to Hunrath.


D. FIND KAPTAR Goals (Find: A B D Tree: A)

a. Use another transporter.

b. There is one near the scrapyard (far right in this picture).


c. Go through wall portal #5 and turn right before you get to the bridge. Run along the portal wall #6 but don't go through. Head down into a little fenced off section and through wall portal #7.


Run along the path to the right and find transporter C near the scrapyard.

Just behind transporter C is a (you soon learn) Kaptar walkway. Extend the Kaptar walkway for easier access between here and the scrapyard.


d. Use transporter C. You are now in Kaptar.
Kaptar I (Power, Gears, Red Beam, Back Temple)
Transporter C takes you to Kaptar.

One way leads to chains (perhaps there's an elevator that you can use to get here a bit more easily later in the game).


Another to a rotating metal walkway.


C. CONNECT KAPTAR’S TREE Goals (Find: A B C D Tree: A C)

Kaptar Map


1. Start the power in Kaptar

a. Find the gear room.

b. Go onto the rotating metal walkway. Power the walkway, turn the walkway and use it.


When you step off the walkway, release the lock with a red handle so you'll be able to freely turn the walkway from different places.


You enter the temple at the main level. There is a set of long entry stairs.


Explore: In the middle of the entry stairs is a Kaptar walkway - head up and look at the tree and a little of the back temple.






A short stairway of the launchpad leads to a small tram. You can't quite get in.


It looks like there might be a set of stairs behind it.



Kaptar is amazing. In Farley's house you read about the Arai. At some point, through the eons, an intelligent species worshiped them and built them temples. The artwork is facinating - ranging from cave-like drawings to huge statues of the firefly-like Arai.








Try to get to the red laser. Take a pathway at the top of the entry stairs, and on the left side of the temple.


Discover transporter D with a map of Kaptar on the wall and the small chamber with train tracks behind it. You can use the transporter now, but you'll just need to come right back.




Taking another walkway (still on the left side of the temple, but at the bottom of the entry stairs) find the scaffolding walkway, the metal launch pad, and stairs to the back temple - a little tram is in the way of the stairs.






c. Head across the main level of the temple to the stairs that you used to get here. Take the left set of stairs going up instead.


Find a second launch pad. The gear room is behind this launch pad.


You can see, looking at the set up of this second launch pad, that those stairs in the first one will probably lead back behind it to the temple.



In the gear room note the huge fan, a Russian box, a metal elevator and raised walkway, and a small metal staircase leading to a threaded, short, vertical cylinder that has a peep hole with a tiny lever.


Kaptar II (Gears, Back Temple)
2. Connect the gears
a. Use the walkways to take you to important wheels and levers.

b. Walk behind the short vertical cylinder.


c. The first and second landings have nothing. The third landing has a wheel that moves some things, but not the gears, and then stops. The forth (and lowest level) has a lever and a wheel.

Lower the gear head using the lever above the wheel. Crank the wheel and the fan starts but the gears are still not moving.



Go up one level and use that wheel again. The gears are moving now.



There’s a metallic clanking and the smaller gears on the sides of the room aren’t working.

a. Back at the top of the walkways, see what is making the noise.

b. The ribbed vertical cylinder is missing, but the peep hole is still there. Looking through the peep hole, you see a set of gear shaft arms that do not connect and are clanking.


c. Pull the lever down so that the gear shaft arms connect. Move the lever to the right and see the next set to connect. There are four sets to connect.

3. Stop the red laser

a. You need to use a blue Mofang disabler - you don’t have one with you.

b. Go back to transporter D and use it. You arrive in the small house in Hunrath.

Think about how you have been transported in large spherical sections of your world - the boundaries seem to disappear when there is no mass, but it is obvious that the transporters are swapping spherical chunks of these worlds.





c. Drive the mine cart into the tunnel next to the house where transporter D is.
(You need to drive into the tunnel head first which is why you turned your cart around a second time.)

Use transporter D from your cart behind the house.

When in Kaptar, shoot the red laser projector so you can use the wall portals in Kaptar. You can't use the cart in Kaptar, however, so use transporter D to take it back to Hunrath.


4. Find access to the Tree

a. Now that the red laser is disabled, you can use the wall portals

b. Go back to Kaptar’s rotating walkway (use transporter D or go to the scrapyard and use transporter C).

There is also an elevator to the far right of the gear room that takes you to C (you can see the circle around C in the next photo).


A view of the elevator from C:


Call the rotating walkway with the lever if you need to, then rotate the walkway so it heads toward wall portal #2 (on the map this is cut off at the bottom). Run through the wall portal.


You're on a tiny island in the North. You will find the large rectangular tram fairly quickly.


A. Explore the back temple

a. Take the tram - you are headed toward the tree. The smaller tram travels back on the chain below (it no longer blocks the staircase to the back temple).


b. Run down the entry stairs, to the descending stairway on the left. Run to the scaffolding and up into the launch pad. Use the stairs to get into the back temple.


To the right of the launch pad staircase is an opening to an inaccessible, green-glowing room. There's a purple sphere - probably from the world whose dome is over Hunrath.


There's also a metal pod like the one in the small tram.


To the left of the launch pad staircase is the access to the back temple.
As you explore, keep track of where the gears are in order to help understand where you are.

Right Side of the Back Temple: The three right staircases all lead to one large area. Near the center of the right wall is a triangle shaped door leading to a locked door.


Toward the front of the right side, you can see the area around the Tree and the opening to the root.


Left Side of the Back Temple: The left side of the temple is open to the air.


Take the wooden path to wall portal #1 to the Southwest island.

Are these polyarch bones?

You remember reading that there was a second intelligent species that, at some point during the eons, had shared Kaptar with the Arai. These guys were great with mechanical technology and also liked to catch polyarchs by using the beetles for bait. So... creepy.
Kaptar III (Maray's Door, Farley's Secret Room)
B. Unlock the door in Maray

a. Up the stairs on the Southwest island is a small room with a transporter surrounded by grass.


b. Use transporter M. You are back in Maray. Again, you can’t get far, but you can see a locked door. You are in the spot of the 'ruins' (Kaptar) sphere you noted earlier from transporter A.

c. There is a small Villein number generator with the number 3 and the door is fully locked.


Try all the possible numbers:

Number 2 makes the door a fluid blue.


Number 1 gives a barred gate


0 makes the doorway open.


Return to Kaptar with transporter M.

C. Farley’s secret room

a. There is a hidden pathway down to a transporter to Hunrath.

b. Continue upstairs. Some hidden stairs to the left of the orange barnacles lead down to transporter

c. Use it.




Read Farley’s diary ranging from 15,997AH to 17,145AH (paraphrased):

The Villein can preserve themselves and launch across space. They have been doing this for eons and have a type of collective memory for their history. Ji Eun died. Farley liked to sit close to the dome membrane and watch the Mofang world outside. Fewer Mofang have been spotted, but one ran straight toward her, afraid. It couldn't see the dome. Perhaps the people on earth can't see the sphere of Mofang, either. Whoever transported everyone here has saved them all and it's frustrating that not everyone agrees. Since each person was saved from something, maybe everyone was saved together from something bigger. People show up from different ages and times. Perhaps every time the planet is destroyed, one human is saved? She discusses a dream induced either by Hunrath alcohol or meditation with the Arai. She was struggling to control, contain, and improve a garden that refused to be controlled. She realized that the garden system was healthier when out of control. From her perspective, this wildness that allows for cross pollination and mutation seems invasive and the fruit and flowers seem smaller. However, from the plants' perspective, they are much stronger, resilient, and resistant. In her dream the individual plants don't appreciate the situation since they may even experience death due to extreme environments. But the seeds are stronger because of their struggle and they produce more. She wishes that she could understand this system better so that she could understand the system of Trees in the worlds around her. She can relate to the individual plants. Just like them, this is not about her - she may die - but she is only a single cell in the works of this universe.

*She mentioned that tomorrow she will talk with C.W. and try to sway him from his battery plan.

Read Farley’s page about Arai "larval" Notes which explains the different colors (clinging to different materials) and flashing of the barnacles.
Kaptar IV (Motorcycle Sphere)
Find the sphere in Kaptar that swaps with the Motorcycle ball in Hunrath.

a. In Hunrath, the motorcycle sphere is lower than the sphere behind Farley’s vault.

b. You need to find a way down to the fan area.
There was an elevator in the gear room - it was on a raised walkway. How to get there?

c. Take transporter B to Kaptar. Continue up the stairs.

Take the tram you find in the outside courtyard.


You arrive at the second launchpad you found.


d. Take the raised walkway into the gear room. Lower the staircase by turning the crank.

e. Take the elevator.

The fan from the lowered elevator:




f. Step out and enter into a sphere, the bottom half of which is built using 2x4s. Transporter N is in the middle. The stairs lead to a doorway that leads to a locked door.


The other doorway is 180 degrees from that one.



*Note where the doorways are compared to the stairs and the transporter.

D. Use the Motorcycle ball

a. Rotate the sphere so that you can use the other walkways:

b. Use transporter N and arrive where the large gray stone motorcycle sphere used to be. Note where the staircase is currently pointing. Compare the motorcycle and staircase placement.





c. Rotate the sphere 180deg from the first one.

Look 180deg the other way to see where you want the stairs to point. Rotate the sphere 180 degs (1/2 way around the circle - or 4 pushes of the button).







d. Use transporter N to Kaptar. The other doorway leads to another door - unlock it and find it leads to the right side of the back temple.


e. Back at the sphere, notice the lower opening under the first doorway you explored.

f. You will need to turn the ball a quarter turn so that the lower stairs can lead into that green pathway.

g. Use transporter N to Hunrath. Turn the motorcycle ball a quarter turn (2 button pushes).




h. Use transporter N to Kaptar and take the green path.




The path splits:


i. Going straight (the left path), you enter the room you spotted from the back temple.


There’s a dead, red Mofang with a Mofang gun, apparently chopped in half by the transporter sphere. The seed is missing from the Hunrath transporter and it is connected to a small bathroom scale with an imprint of an Arai beetle. On the TV tray by the folding table, there are two pieces of paper. One has information about Farley’s plan to chamber people to save them. Remember the 20 digit number.

Kaptar V (Connect the Tree)
5. Connect the Tree



a. The other (right) downward spiraling path gets you to the Tree, but a spinning gear blocks the way.



On the way back to the transporter, right before you reach the sphere, the path splits.





The left path leads to the locked door you discovered when exploring the path just above this one.




b. Use transporter N to Hunrath, turn the ball so you can get to the gears room (one quarter turn, 2 button pushes).

c. Transport back to Kaptar. In the gear room, use the peep hole to undo the lower left gear shaft arms.


Use transporter N to Hunrath, and rotate the ball to get back to the secret green path. (Three quarters turn or 6 presses of button). Use transporter N to Kaptar, access the Tree, and connect the root. Deep inside the root, move the lever to connect the tree.







You can get back to Hunrath by using the paths under the tree:



Or return up through the Tree root, see the new leaves, and take a transporter to Hunrath.


__
Kaptar Russian Box
If you want, you can go go back to the Russian box to enter that 20 digit code you photographed. It gets you an achievement but no extra information for the game. There's one more achievement you can get from using the Russian box - other walkthroughs have information about the codes for those achievements and who has them; I don't have one.
Maray I (Bridges, Red Beam)
Maray is so alive. If I were a world, I would want to be Maray.

A View of a Maray Tree


Because you unlocked and opened the Maray door, you can now explore there.

a. If you are still in Kaptar, use transporter N to return to Hunrath.

b. In Hunrath, find transporter A and use it to go to Maray.

c. use the maps

As you pass through the unlocked door, a pre-recorded Farley talks to people who are coming to Maray to be chambered. She tells them to cross the bridge straight ahead and walk to the sign-in area. She's included a map.


Maray Map


The bridge is missing. Since you can’t go that way, take the path to the right instead.

a. You can’t go past a gap in the walkway, but there is a transporter.

b. The yellow image made by transporter G on the ledge shows that it bridges the gap with a sphere in Hunrath.



c. Use transporter G to Hunrath and see that the bridge has been swapped to Maray.


Leave it there by taking transporter A back to Maray.

(The path to A in Hunrath is quite different than the path in Maray):


Head back on the path and over the bridge that you've transported from Hunrath.


(A view of the bridge from an area that is inaccessable to you right now:)


You come to a crossroads with three choices, left, straight, or right.


Explore however you’d like. This is simply one order. It’s not necessary to follow this order:

Shoot the red laser projector.
a. Find the ship with the blue laser.
b. Take the left path. Explore the ship.
c. Notice the red laser and shoot it with the blue laser at the front of the ship.

The lasers in Maray track slowly. Be patient.




There are some beautiful dragon-like birds to watch. You don't need to do this, but it made me enjoy the game just that much more.


"Josef" (perhaps a Mofang pretending to be Josef - note the odd grammar) speaks from a screen behind you. To the right of the ship, you can see the Tree.




Start building bridges by using the Villein number system.

Go back to the crossroads of three paths. There are two more paths, the middle one and the one to the right.


Take the one to the right and use wall portal #1.
There is a pathway to wall portal #2.





You arrive on a ship.

There are bridges extending from both sides of the ship.


a. There are 5 bridge sections.
Each section, like the door you unlocked earlier, can have four different appearances.

0 - nothing; open


1 - barred; metal skeleton


2 - fluid blue looking (you can walk over this)


3 - complete (you can walk over this as well)


Here's a view of the different types of section from underneath (32,123)


b. On the Villein number generator, enter five 3s, so that each section is complete.

c. Build the bridge on the other side of the ship. (One path leads to a dome. The other path is the center pathway from the crossroads.)


Every bridge that you build in Maray will use the Villein number 33,333 (this corresponds to our 1,023 or 768+192+48+12+3).
22,222 corresponds to our 628 or 512+128+32+8+2.
11,111 corresponds to our 341 or 256+64+16+4+1.
Maray II (1st and 2nd Domes)
Get through the first dome.

a. Note the pieces of the dome puzzle:

-two transporters placed inside circular tiles indicating the circumference of each transporter. Both create yellow spheres, so the others are in Hunrath.




-two dome walls (you can see this by looking at the sides of the doorway)


-the inner dome has no back door.

b. Figure it out now - before I tell you...

You can take both transporters and the inner dome in the first swap, then take the one with the smaller radius back here.


c. Use transporter F and take the entire inner dome to the circular tracks of the Hunrath scrapyard.


A view before your Maray dome ended up in the scrapyard:


Take the smaller transporter E back to Maray. You have some of Hunrath’s trash, but can get out of the other side of the dome.


Use the elevator and understand your surroundings

a. exit the back of the elevator and walk down to a small ready built bridge.

b. locate the first ship with the blue laser, the second ship you just came from, the two domes and the bridge connecting them.


c. these spheres are paired to exact locations in both worlds. The scrapyard in Hunrath is higher than the ground here. The Villein built the domes to accommodate the land swapped from Hunrath.




d. Run to the elevator, through the elevator, and exit out the front. Take the bridge to the second dome.


Get through the second dome.

a. Note the pieces of this dome puzzle.

-three transporters - the closest has already been swapped with a sphere from Hunrath.


-one dome wall (unlike the previous dome).

-one oddly phallic lever with two blue buttons (outside and to the left of the dome).

-the right button turns the dome floor 180 degrees anti-clockwise.

-the left button turns the floor 180 degrees clockwise.


-an open door on the far side of the dome.

-no bridge to the next dome.

-no number generator on either side of the missing bridge.


b. Now's the time to figure it out...

The number generator must be in the sphere that was swapped with the one here from Hunrath.

c. Take transporter I (on a small structure made of 2x4 boards) from Hunrath. You are in the mines.


Explore as much as you can:
-notice that H is on a green metal barrel and J is on a little wooden barrel.


-a missing Villein bridge leads from transporter I to a dead end with a blue chair.


-another missing Villein bridge leads to a dead end.


d. Take transporter J back to Maray


e. The number generator was on the Villein side of I. Build the bridge to the next dome using the rotator and number generator. You can also build the bridge to the platform where the red laser was, but there is nothing else to do there.


-Build the bridges in the Hunrath mines.

a. With the number generator on the side of the bridge leading to the next dome, use transporter H and take all three transporters with you to Hunrath.

b. Build that bridge. On the other side note:
-straight pathway to dead end with a crack in the rock that creates a sphere shape


-a second, hidden pathway leading to a locked door.


c. Use Transporter H to go back to Maray. Rotate the floor 180 degrees, then take H back to the Hunrath mines.

d. Build that bridge. The periwinkle chair has a note to Oleg. This note explains a lot.

Blue - the color of the instructions for escaping, the warnings about the Mofang weapons, this note, this chair, the blue lasers, the blue lights of the Villein constructions/technology - isn’t detected well by Mofang eyes.

It also explains that the Villeins built their walkways in a series of increasingly difficult puzzles specifically to hinder mass movement across worlds.


e. Use transporter H to return to Maray and walk to the dome with transporter K.
Maray III (3rd Dome)
a. Note the pieces of this dome’s puzzle.

-one transporter that, when opened, lights up only the inner most of three domes.

-three dome walls (look at the sides of the door).




b. Get more information by using the transporter K.

-you are inside the Hunrath mines again.

-you are inside the circle crack that you noticed earlier.


-When you saw this before it was a path to a wall...




Now you've got enough information to figure out...


that you probably just have to make sure you swap everthing so that the Hunrath mine path travels to Maray and gives you a path through the dome.

-opening the seed only illuminates the small Villein dome again.


Because of this, if you use K again, you'll end up exactly where you were a minute ago. Instead...

c. Run across the mine bridge and use J to transport to Maray & see what was in Hunrath that was swapped with the sphere you were in.

d. Run back to the K dome.

-a small sandstone sphere (with a path) swapped with you and K1, and behind it, in the second layer of Villein domes is another transporter - call it K2.


-K2 illuminates the middle Villein dome.


e. Use K2 and transport with the 2nd Villein dome to Hunrath.




f. Run across the mine bridge and take J (on the wooden barrel) to Maray.

g. Run back to the K dome. There is a large outside Villein dome, a K2 sized Hunrath sandstone sphere inside that dome, and K1 with its Villein dome inside the Hunrath sphere. Use K1 to Hunrath.



-the floor tells you that you've swapped everything. You can see that both Villein domes are now in Hunrath.


h. Run across the mine bridge and use J to get back to Maray.

i. Run back to K, through K (now a large chunk of Hunrath mine tunnel), and across a pre-made bridge that leads to a Villein structure that looks a lot like the Tower in Hunrath - just a tad more technologically advanced.



Maray IV (Figure Out The Gauntlet)
Save your game now so that if you make mistakes you do not have to start the game completely over.

If you can, try to keep the puzzle in the formation that you find it until you figure out how to complete the puzzle - if you move something, simply move it back.

a. Note the pieces of this puzzle:

-there are three levels to the tower: basement (1); ground (2); top (3)

-there is an elevator to get to all levels

-you enter the elevator from the ground floor (2), you can also enter the maze from floor 2


-from the top floor (3), you can see the maze - one large circle with four smaller circles (12:00, 3:00, 6:00, and 9:00)

-there is an open space without a path on the large circle - right now it is at about 7:00-8:00.


-from the top floor, you can also see that there are four access points to the maze

-1- the tower, your current location

-2- a walkway to the left which must, like the tram rails you can see, lead to the nearby ship


-3- a number generator straight across the circle


-4- a walkway to the right that leads through the dome wall.


-on the top floor there is a phallic device to rotate the large circle
the right button turns the large circle 90 degrees anti-clockwise (1/4th turn)
the left button turns the large circle 90 degrees clockwise (1/4th turn)


-in the basement floor (1), there is a bottom section of a sphere with a transporter directly facing you.


b. Consider what this transporter does: It will swap this section of the sphere and probably the 6:00 above with some other sphere in another world.

When you open the seed, the color is yellow - so this other sphere is somewhere in Hunrath.


c. Study the maze to determine what types of shapes you need to make a path.

-go back to the top floor (3)

-(don’t move anything yet, just look at it and think about it. You’ll figure it out soon.)
You can keep track of how the large circle is oriented by noting where the empty 7:00-8:00 spot is.

-a possible path could be made by rotating the smaller circles.

Just for review, but not to be insulting:
360 degrees - one complete rotation of a circle
180 degrees - 1/2 of a complete rotation
90 degrees - 1/4 of a complete rotation
45 degrees - 1/8 of a complete rotation

the shapes appear to work if rotated clockwise (again - don’t do it, just imagine it)
-12:00 by 180 degrees (1/2 of a complete rotation)
-3:00 by 225 degrees (5/8 of a rotation: 180deg plus another 45deg)
-6:00 by 270 degrees (3/4 of a rotation: 180deg plus another 90deg)
-9:00 by 135 degrees (3/8 of a rotation: 90deg plus another 45deg)

Noting this, you can imagine that the large ball must make one long path that can be rotated to access all four points. You only need to make one path. That's good.

d. Transport once to understand the rest of the puzzle.
-go to the basement floor (1) and use the transporter.

You are in Hunrath (in the mines) and can see:

-from the top of the right stairs (as you come out of the sphere) you can look at the path as if you were about to enter into it from the ground floor (2) in Maray.

-from the top of the left stairs, notice that:


-the sphere has the maze path on top and the transportation chamber on the bottom.

-there is a round track at the bottom of the sphere, like under the motorcycle ball.

-all four sides on the bottom section of the swapped sphere have openings so regardless of how you turn these things, you'll be able to get out.

-an electrical cord runs to a two push button system:
the top button turns the sphere one quarter turn, or 90 degrees anti-clockwise
the bottom one turns it 90 degrees clockwise.

e. Take a short break from the puzzle:

-While facing the buttons and the sphere, there is a path leading off behind you over some boards. Head that way.


If you look up, you can see the mining holes you noticed from the surface:


-Unlock and open the door - you are standing in the door on the other side of the river.




-Go back and just keep on running, past the sphere and stairs.


-unlock that door
-orient yourself by recognizing the bridge and Hunrath’s transporter J.


-turn around and see the Villein K
-head back through the door you unlocked and back to the sphere.
Maray V (The Gauntlet)
Simply FYI - if you came here for clues to the Gauntlet, go the the section just previous to this one. This section might tell you what to do too soon.

f. Consider what sphere must have been here earlier - the one that was swapped with this one when you took it here from Maray. What does the top of it look like?

g. Yes - this is going to take forever, but remember, the Villeins set this up purposefully to slow people down. You’re simply slowed down.

h. Head back into the mines and take transporter I to Maray, run to the tower, call the elevator and take it to the top floor (3) to see what sphere is there in place of the one you left in the Hunrath mines. It is different (it's straight across, left to right).


i. You don’t need a straight path here. And just because you want to keep it as simple as possible, set it up so that it looks just like it did in the beginning:

-take the elevator down to ground floor (2)
-still in Maray, run back to transporter I and use it to get to Hunrath
-in the Hunrath mines, run back to the sphere rotation area and step into the sphere
-transport with the original 6:00 sphere back to Maray.
-go up to the top floor (3)

j. One more piece of information needed:

-on the top floor (3) in Maray, rotate the large circle 90 degrees anti-clockwise.
-the original 9:00 is now at 6:00.


-take the elevator to the basement floor (1) and notice the transporter. Unlike in the first sphere you swapped (6:00), this transporter is facing to the right.


k. What does that mean?
-each little sphere must have a transporter device hanging from the ceiling. When they are all in the original positions, the transporters face the tower. When the large circle (or the smaller circles) are rotated, the transporter device rotates with the circles and faces another direction.

-there can only be one sphere in Hunrath (for a total of 5). So the paths include the original four and one straight one. Any sphere transported from Maray will swap with the one that is in the Hunrath mines at the time of the swap.

l. Go back up to the top floor (3) and rotate the entire circle back to the original position - 90deg clockwise.

open area should be at 7:00-8:00

m. Make a plan. Consider swapping and rotating:

-there are 5 paths - the 4 here and a straight path
-you can only turn the large circle in sets of 90 degrees
-you can only turn the small circles in sets 90 degrees
-3:00 and 9:00 are going to need to be swapped - they need rotated 225deg and 135deg respectively and you can’t achieve those rotations with sets of 90 degrees.
-6:00 can turn anti-clockwise 90deg
-12:00 can turn either way 180deg
-9:00 can use a straight path
-3:00 can use the path currently located at 9:00, rotated 180 degrees.

PLAN (you can actually do this now!):

1 Transport 6:00 to Hunrath and rotate anti-clockwise 90 degrees (top button 1x). Transport back to Maray.




From floor 3, it looks like this:


2 Rotate the large circle anti-clockwise 90 deg (right button 1x) so 9:00 is now at 6:00.
open area should be at 4:00-5:00


3 We know from before that the straight path will be horizontally straight across unless rotated. It needs to be rotated from Hunrath, so don't swap it yet. Head through Maray to transporter I and go to Hunrath mines.


4 Turn the sphere 90 degrees (so it is vertically straight across) (either button 1x).


5 Swap this sphere (use the transporter) with the one currently in Maray.

From the top floor, it should look like this:


6 Rotate the large circle anti-clockwise 90 deg (right button 1x) so beginning 12:00 is now at 6:00.
open area should be at 1:00-2:00


7 Transport to Hunrath and rotate 180 degrees (either button 2x). Transport back to Maray.




From floor 3, it should look like this:


8 Rotate the large circle anti-clockwise 90 deg (right button 1x) so beginning 3:00 is now at 6:00.
open area should be at 10:00-11:00


9 Swap this sphere with the one currently in Hunrath (that used to be 9:00).
When you saw it before, it needed to be rotated 180 degrees.

You've moved the large circle, but when you move it, the sphere in Hunrath stays in place.

Don't rotate it while you're in Hunrath, you'll just have to go back and fix it.


Ta Da! You are awesome.

Set the path up to walk to the left walkway toward the ship.

Rotate the large circle 180 deg (either button 2x) - open area should be at 4:00-5:00.

Maray VI (Pathways from the Gauntlet)
You can obviously set out in any way that you'd like. However, the center number generator can only be accessed from the left walkway (you'll have to enter from the left walkway to go through the maze path and end up at the center number generator).

The guide lists them in the order that I think is most efficient, but it's not imperative that you do it in this order:

A. Left walkway to dirt path right before tram ship
B. Right walkway to dome wall
C. Center walkway to number generator
D. Left walkway to tram ship

A. Left walkway to dirt path right before the Tram ship

The maze path is already set up to take you from ground level (2) to the left walkway.

Walk through the maze path and toward the tram ship.

Instead of going to the ship right now, take the dirt path to the right.


a. Create a loop between the tram ship, the large dome with the three transporters (I, H, J), and the maze so that you can run around in a circle when you need to.

b. Figure out where you are and find a missing bridge to build.

It may be hard to wait to explore the ship, and if so, go back and do it. If you can wait, run through your new loop back to the maze elevator.


B. Right walkway

Go to the top level (3) and turn the large circle 1 time anti-clockwise.

The maze path leads from level 2 to the right walkway.

Take the maze path and go through wall portal #3.


Run down the dirt path and through wall portal #4. Run through a huge tree.

a. Unlock the tram gate above the number generator.

b. Cut through the lines connecting the dots on the number generator (effectively creating Villein Zero) and press the button.




Return to the maze elevator (wall portal #4, then #3, then the maze path, and up to level 3).




C. Center walkway

Turn the large circle 180 degrees (anti-clockwise or clockwise 2 times).

Run around your loop: through the dome of I, H, J, across the new bridge, and back to the ship.

Turn left and run to and through the maze path.


There is a rock path to the right that is interesting and helps you get oriented, but doesn't have any particular thing to do.

Unlock the tram gate above the number generator.

Disconnect all the dots buy cutting through the lines. Press the button.


D. Tram ship

Explore the ship.


Head back through the maze path and up to the ship. There are 3 levels to the ship.
Level 2 is a short platform. Take either side down to level 1.


Josef tries to talk to you through the screen, but there is no sound and he disappears soon.


Press the button. A tram capsule is ejected up to level 3.


Go to level three (back up to level 2, then straight up a steep walkway).


Level 3 has some cool views, and the tram capsule.


Simply walking into the capsule will activate it.
Maray VII (Tram ride and Villein)
Wee...









Ok, except there seems to be a battle of red lasers going on?










The docking ship has three levels - run down to level 1. There's a short little path to the right, a number generator in the front and a left path.


You can see a dome from the walkway - the check-in center?:


Take the path heading toward the open dome (while at the large number generator facing the ship, this path is to your right; from the orientation of the ship, the path is left).

A few steps along, you can see a door to the right:


The number generator for the door is in the dome, so head back up and into the open dome area.

A Villein, probably a friend and a 'remainder' (Aprar, Trar or Orbar), is trapped and grunting. I think, but don't know for certain, that s/he is activating the screens and telling you, "222."


The door on the other side of the dome is locked.

There's a table (near the number generator) with a book containing names of the humans/Villeins/Mofang who were chambered, and their pod numbers. Take pictures.


Two different scenarios happened at this point in two different games & I don't know if it was random:

1 After playing around with the number generator for a bit, a screen fell off the wall and on top of the trapped Villein (the picture above shows this).

2 Not playing around with the number generator, four screens open along the walls, each saying 222. A screen does not fall onto the Villein (see the pictures below).



Maray VIII (Find your friends)
Go back to the number generator in front of the docking ship and enter in the Villein numbers to call up the capsules with your friends.

They have all been chambered into Villein pods:






You will need to find at least 2: Farley and Josef.

The others are optional - but find as many as you want now. The story progresses from here and you won't be able to get back to do it later.

Farley: 194 (192+2) / 3002



Josef: 222 (192+16+12+2) / 3132



Aparahmnar: random Villein 39 (32+4+3) / 213


Aprar: Villein remainder who said the blue beam was safe (one of the dead or dying Villein)

Chavar: friend and Mofang spy 35 (32+3) / 203




Jaing: in guest book, 37 year old male from 2042 69 (64+4+1) / 1011


Jane: mentioned in narration of introduction 61 (48+12+1) / 331


Jenny: mentioned in narration of introduction 110 (64+32+12+2) / 1232



Maria: in guest book, 46 year old woman from 1988 253 (192+48+12+1) / 3331


Noah: He can help you understand Villein number system 171 (128+32+8+3) / 2223



Oleg: Farley left a blue note for him, he reset the locks on the gauntlet 62 (48+12+2) / 332


Rookoh: friend, mechanic, and Mofang spy 3



Samuel: in guest book, 61 year old male from 2017 227 (192+32+3) / 3203


Sarah: in guest book from 2055 77 (64+12+1) / 1031


Scarlett: C.W. said that she "was only 7" not in cemetery or pod

Tam: Ask her to understand Mofang culture 94 (64+16+12+2) / 1132


Tham: mentioned in narration of introduction. He's also the only one that showed up for all the council meetings with Josef. 158 (128+16+12+2) / 2132


Uzziel: in guest book, 26 year old male from 1942 132 (128+4) / 2010


Vera: mentioned in narration of introduction 174 (128+32) / 2232


Vito: Speak with him to understand Villein culture 5 (4+1) / 11


Books: 206 (192+12+2) / 3032 (238 is the same picture 238+32+12+2 / 3232)


Crates (cardboard boxes): 190 (128+48+12+2) / 2332 (254 is the same picture 192+48+12+2 / 3332)


Others:

Using the number generator, put in the numbers in columns 2, 3, 4, 5

For example, Josef was #222 in the book. 222 is the Villein 3132. The pattern that you entered for Josef was the Villein number 3132. (192+16+12+2)









To return from the pod chambers, enter 0 (disconnect all the lines on the number generator).
Maray IX & Mofang
CONNECT THE TREE
Head back to the open dome area and locked door. 222, Josef's capsule, opened the locked door of the dome. It will still look locked, but go up to it anyway. It opens.

There's a dead Mofang-looking Josef, a sphere from Mofang with a deadly rotating dodecahedron.


You know not to go up to it because there were a couple of posters in Hunrath telling you not to.


You will die if you get too close. Try to avoid that. You can get sorta close and get an achievement.


There is also a blue laser that you can use to blow it up. There's a dead Villein (probably a friend) on the blue laser platform.


Once you've blown up the Mofang dodecahedron you can cross the sphere and then connect a bridge to the Maray Tree.


Go down through the tree and flip the switch.




You can get to Hunrath through the root system or go back up to Maray.


CONNECT THE MOFANG TREE

If you decide to run back up, notice that the Tree leaves have turned green. Head toward the lights set up on the ground underneath the ship's two large laser bruises.





Taking that path leads you back to the first missing bridge you saw in Maray.



Run up to transporter A and take it back to Hunrath.

a. Get to Mofang

b. You need to turn the propeller bridge to the left - so you can get from that mine door across the river to the path on the other side of the wall that leads to the 3rd set of shiny rocks that you blew up.


c. You can only get to that mine door from inside the mines.

d. Find transporter A and go to Maray. Run through Maray to transporters I, H, and J. Use any of them. Arrive in Hunrath, under the mines. Run to the right and keep going past the rotating chamber. Come out the mine tunnel near the propeller bridge, the take the bridge to the back side of the wall, but this time on the south side of the river.


Head back into the mines through the mine door.



You have already seen the paper on the TV tray. Use Transporter P.
Mofang & Ending
One of the coolest things about Mofang is that the scenery looks different here than it does in the other worlds. It's so bright elsewhere. Evolving here, the Mofang have no receptors for blue light which is how Farley could hide notes and the Villeins could use the blue lasers.



Where are all those polka-dotted balls? You must be running through them. Maybe this is what Farley mentioned in her diary - about the Mofang not being able to see a sphere? You can't see them in Mofang because they're blue?

You can run around your little Hunrath sphere but there's only one path away from it.
The path winds down into some dense fog and around a crater before bifurcating.

The right path takes you up to a view of Earth, or at least a view of Arizona after an apocalypse. Perhaps you WERE saved…


The left path goes to the tree.




Go down into the tree and flip the switch to the hose.



You could run back up the Tree and use your Hunrath sphere to transport back to the mines. If so, you'll see that the Tree leaves have turned yellow:


and later green...but that's weird because of the blue thing...


You can also get to Hunrath through the Tree system. Mofang is only connected to Hunrath through the roots. Should you choose to use the Tree-through-space-and-time system, simply follow the hose through the doorway under the top of the stairs and run to Hunrath.


GOING SOMEWHERE ELSE...

Run up the tree in Hunrath and go talk with C.W.
He tells you that you need to disable the Bleeder.

-The Battery
If you connected the battery then nothing changes here.
If you didn't connect the battery, you'll hear that C.W. did it for you and is a little disappointed that you did not get around to it. At this point you can either actively defy him and go unplug it again or you can leave it plugged in.

Consider what he wants. He's from early Arizona. He's been working to get us home. Even if we didn't come from the same home, his home wasn't looking so great from the outside of Mofang. What would Carolyn Farley do? She had made plans to talk him out of his battery idea.

-Go unplug it.


While in the shop to unplug the battery, notice that the doorway (which had been locked and blocked by C.W.'s Tree-plate equipment) is now clear.



You can see all the Tree-plate equipment in place here:


Compare the plates around the tree to a seed transporter:


Go through door, along the top walkway, and back to the area with the dam lever.

The left path leads to wall portal #8. The last time you were here, there was still a red laser touching the outside dome so you couldn't get through. You can now!

-Blow up the Bleeder

Run through the wall portal, then continue running to the bleeder. Along the back side is a metal panel with a yellow handle.



Slide the door down and flip the switch connected to the dynamite.



Take the mayor's elevator to the top of the tower. All of the gauges and lights are working, well, except for the busted Mofang bulb:


Use the detonator to blow up the bleeder.




C.W. starts to talk to you through the speaker and TV.
You watch him taking the mine cart to the tree. You wait, watching, listening, and wondering.

Eventually…









The world is beautiful, everyone is saved, and you are going to meet all of your friends in just a minute.

OR



If you left the battery plugged in, there's a huge duststorm that comes to engulf you as you look out at Arizona's apocalyptic ruins.




Bonus (Watch C.W.'s Tree progress)
Before any panels are up:









One panel is up:









Two panels are up:









Three panels are up:








Four panels are up:









Five panels are up:









Six panels are up:








One to go:









All the panels are up:








Bonus (Trees, Roots)
Hunrath





Kaptar











Maray















Mofang
















Roots:

Hunrath


Kaptar


Maray


Mofang
Bonus (Arai polyarchs, beetles and barnacles)
Polyarchs:

Pink
Gam - 92 (64+16+12) / 1130


Yellow
Bea - 76 (64+12) / 1030


Peach
Alf - 60 (48+12) / 330


Tan
Epi - 15 (12+3) / 33


Arai Beetles:
















Arai Barnacles (larvae):

Farley's notes:




Purple - Hole deep in Kaptar - polyarch pods?


Purple
In Hunrath - are these barnacles that have opened?


Red/Orange - Copper? Aluminium is also red/orange


Pink - gold




Yellow - plant material of some sort, looks like metal


Blue - sandstone from Hunrath


Green - unknown


Yellow - growing on a Maray floating island... are they plants?


Light Yellow - bone


Yellow - from a yellow sphere, or is this orange for Titanium?


Teal for Kaptar's limestone and Orange gears


Green - from a green sphere, unknown


Green Teal - the green sphere and limestone


Blue - from a blue sphere, unknown


Blue - Wood from Hunrath (should this be yellow? wood is plant material)
Bonus (chambered Mofang)
Eight Mofang (must have been rebels) were chambered along with 69 humans and 74 Villeins.

Rookoh 3 / 3 - Friend/spy
Pink


Soorve 19 (16+3) / 103
Peach/Pink


Chavar 35 (32+3) / 203 - Friend/spy
Orange


Lesroolsew 122 (64+48+8+2) / 1322
Gold


Pearooksea 154 (128+16+8+2) / 2122
Peach


Ruawootsey 170 (128+32+8+2) / 2222
Pink


Revroolsekvol 186 (128+48+8+2) / 2322
Salmon colored


Seaheflot 202 (192+8+2) / 3022
Gold


Dead Mofang:
Bonus (waterfall)
The Water Source

At first, with the main waterfall closed, the water flows to the waterfall behind C.W.'s house.







After you open the dam to the waterfall, it flows the other way.







The Water Source:



The Waterfall, before and after:
















Where does this water go?


Bonus (bleeder & Tree)
The bleeder drains the power from the membrane (all the membranes?) so that the trees don't mature.






















At the end, each world's tree spheres swapped with spheres located in this even larger world. That larger world, in which they are simply swapped spheres, is also just one swapped sphere from some even larger world.

Attempts at capturing the view of the bleeder working:













Bonus (transporter illumination portends destination world)
Green - Maray








Yellow - Hunrath






Blue - Kaptar










Red - Mofang


Mofang land in Maray lighting:


Views of Mofang red markers - from Mofang and Earth


Bonus (paired seeds A B C D E/F G)
A - Hunrath/Maray
Hunrath sphere in Hunrath


Maray sphere in Maray


Maray sphere in Hunrath


Hunrath sphere in Maray


View in Maray of Hunrath A


View in Maray of Maray A


B - Hunrath/Kaptar
Hunrath sphere in Hunrath - Farley's secret room


Kaptar sphere in Kaptar


Kaptar sphere in Hurath - view from path behind her house


Kaptar sphere in Hunrath - awesome view from Farley's room


Hunrath sphere in Kaptar


C - Hunrath/Kaptar
Hunrath sphere in Hunrath


Kaptar sphere in Kaptar


Kaptar sphere in Hunrath


Illuminated Kaptar sphere in Hunrath


Hunrath sphere in Kaptar


D - Hunrath/Kaptar
Hunrath sphere in Hunrath


Kaptar sphere in Kaptar - looking toward red beam projector


Kaptar sphere in Kapter - looking toward temple


Kaptar sphere in Hunrath


Hunrath sphere in Kaptar


Hunrath sphere in Kapter - from inside tram, looking toward temple


E/F - Hunrath/Maray
Both Hunrath spheres in Hunrath


Both Maray spheres in Maray


Both Maray spheres in Hunrath


From Hunrath: Maray F and Hunrath E


From Maray: Hunrath F and Maray E


G - Hunrath/Maray
Hunrath sphere in Hunrath


Maray sphere in Maray


Illuminated Maray sphere in Maray


Maray sphere in Hunrath - view from wall


Hunrath sphere in Maray - with a cool view of some Maray water
Bonus (paired seeds HIJ K/K2 M N O P)
H/I/J - Hunrath/Maray
All three Hunrath spheres in Hunrath


All three Maray spheres in Maray


All three Maray spheres in Hunrath


All three Hunrath spheres in Maray


From Maray: Hunrath I/J spheres and Maray H sphere


K/K2 - Hunrath/Maray
Both Hunrath spheres in Hunrath


Both Maray spheres in Maray


Both Maray spheres in Hunrath


Both Hunrath spheres in Maray


From Maray: Hunrath K1, Maray K2


From Hunrath: Hunrath K1, Maray K2


M - Kaptar/Maray
Maray sphere in Kaptar


Kaptar sphere in Maray


N - Hunrath/Kaptar
Hunrath sphere in Hunrath


Maray sphere in Maray


Maray sphere in Maray - you can see the elevator


Hunrath sphere in Kaptar


Kaptar sphere in Hunrath


O - Maray/Mofang
Mofang sphere in Maray




P - Hunrath/Mofang
Hunrath sphere in Hunrath


Mofang sphere in Mofang


Hunrath sphere in Mofang - same view as above


Mofang sphere in Mofang - a view from the left


Mofang sphere in Hunrath


The next three: Mofang sphere in Hunrath - from inside Mofang sphere, as the technology flashes red




Bonus (Mofang and Villein technology)
Mofang Technology:












Villein Technology:














Bonus (Hunrath large spheres)
Your first indication that things were going to be spherical:








Farley's house:




Fuel station:


Train station:


Bonus (flora, fauna, misc.)
Flora:

Pine trees in your camping area on Earth:




Arizona:
Cattails:






Saguaro


Aloe:


Cottonwood:




5 days in Arizona without water:




Maray:






















Kaptar:






Fauna:

Maray birds:


Hunrath butterflies:






Hunrath fishing pole - there must be fish:


Misc.:
Bonus (membranes)
Mofang from Hunrath:










Hunrath's opening up:






Maray from Kaptar:
















Kaptar's opening up:




Kaptar from Maray:






















Maray's opening up:


Earth from Mofang:










Bonus (Hunrath membrane wall portals)
This uses map numbers:

1
Behind glowing rocks in northwest to the scrapyard behind train cars:


Coming into the scrapyard from the Northwestern supported tunnel:


A view of #1 from outside the fence:


Opening behind train cars in scrapyard to supported tunnel behind glowing rocks in northwest:


Coming into the tunnel from behind the train cars in the scrapyard:


2
End of train tracks in Northwest to large membrane wall on southeastern plateau:


Coming onto the southeastern plateau from the end of the tracks in the northwest:


Large wall portal on southeastern plateau to northwest area with end of train tracks:


Coming into the northwestern area with track ending from the southeastern plateau:


3
Train tracks through supported tunnel near cemetary to tracks on plateau:


Coming onto the plateau tracks from the supported tunnel near the cemetary:


Train tracks on plateau to tracks through supported tunnel near cemetary:


Coming into the tunnel near the cemetary from the plateau:


4
Walking area near cemetary to northern most part of plateau:


Coming onto the plateau from the walking area of the cemetary:


Northern most part of plateau to the walking area near cemetary:


Coming into the cemetary from the northern most part of the plateau:


5
Top of wall in west to top of wall in eastern supported tunnel:


Coming onto the eastern wall from the western wall:


Top of wall in east to western top of wall:


Coming onto the western wall from the eastern wall:


6
Southwestern beach-like area behind Farley's to northeastern area that connects 5, 6, 7:


Coming into the northeast from behind Farley's:


Northeastern area connecting 5, 6, 7 to the southwestern beach-like area behind Farley's;


Coming to the beach-like area behind Farley's from the northeast:


7
Southwest with transporter C path to the northern area (with short fences) of northeastern area connecting 5, 6, 7:


Coming into the northeast from the C pathway:


Northern area (with short fences) to the transporter C path:


Coming onto the C pathway from the northeast:


8
Behind falls lever to bleeder path:


Coming onto the bleeder path from the area behind the falls:


Bleeder path to area behind the falls elevator:




Coming to the falls area from the bleeder path:
Bonus (Kaptar membrane wall portals)
This uses map numbers:

1
Boneyard path to southwest island:


Coming onto southwest island from the boneyard:


Southwest island to boneyard:


Coming into the boneyard from the southwest island:


2
Looking at the portal without the rotating walkway leading to it:


Rotating walkway to northern tram:


Coming from rotating walkway to northern tram:


Northern tram to rotating walkway:


Coming onto the rotating walkway from northern tram:


Or if the walkway isn't there:
Bonus (Maray membrane wall portals)
This uses map numbers:

1
Right dirt pathway (from 3-path crossroads) to eastern part of north Villein walkway:


Coming onto eastern part of north Villein walkway from the dirt path (from 3-path crossroads):


Eastern part of north Villein walkway to dirt pathway (to 3-path crossroads):


Coming onto dirt pathway (that will lead to crossroads) from eastern part of north Villein walkway:


A view of #1 (that eastern part of the north Villein walkway) from #4 (the walkway to the number generator). Having found the number generator, looking beyond it, you can see #1 in the distance:


A view of the same #1 from #4 (rather than from the number generator):


A view toward #1 from #4:


2
Western part of north Villein walkway to ship:


Coming onto the ship from the western part of north Villein walkway:


Ship to western part of north Villein walkway:


Coming out of the ship to walkway:


3
The Gauntlet's right walkway viewed from the small path to the right of the Gauntlet's number generator (at 12:00).


Gauntlet's right walkway to western most part of dirt pathway:


Coming onto western part of dirt pathway from Gauntlet:


Western most part of dirt pathway to the Gauntlet's right pathway:


Coming to the Gauntlet from the western part of dirt pathway:


4
Southern most part of dirt pathway to number generator:


Coming to number generator walkway from southern part of dirt pathway:


Number generator to southern most part of dirt pathway:


Coming onto dirt pathway from number generator:


A View of #4 (that leads to number generator) from #1 (the eastern part of the north Villein walkway). Having just gone through the #1 membrane from the dirt path (the right path from the 3-path crossroads) to the eastern most part of the north Villein walkway, you turn right and can see #4 and the number generator in the distance:


Bonus (space-time-root Continuum)




























27 Comments
Sibbhold 3 Apr, 2024 @ 1:44pm 
Follow up:
I restarted the game, and got set back a few minutes. So I blew up the bleeder again. CW driving to the tree. Music got weird at some point, CW was afraid, asked If I did this ... apperently heading to the bad ending. But then we ended up in Maray. The good ending again. And then the tilte screen was broken, so I could't quit. Clearly some serious issues going on there.
Sibbhold 3 Apr, 2024 @ 1:16pm 
Thank you for the good and detailed guide. Used it while stuck at some places in my second play through to get the last two achievements. Sadly I didn't get any of them. Both I think because of game bugs. First was the easter egg thing. Did everything had green lights and saw a bunch of funny pics at Farleys. But didn't get the achievement. Second was the battery at the end. I unplugged it, trashed the bleeder and then the ending should happen. But it didn't. CW was talking, the tree was flashing with yellow lights, sound was building up to a climax and ...boooom. Nothing happened. The sound is gone, the animation on the tree is still going. I can't do anything. The elevator is not working anymore. Quite disappointing. How can there be such bugs after so many years?
SeeGeeArtist 24 Nov, 2023 @ 3:49am 
I got to the sign in room with the wounded Villein, the screen is blank. Why doesn't it say "222"?
pegship 6 Sep, 2023 @ 5:54pm 
I've just finished. I have no head for spatial positioning, so I would never have made it through without your very carefully crafted guide. Thanks so much.
PnkPanther 26 Jul, 2021 @ 10:47am 
thanks so much for this guide, my game glitched and I also had no '222' ever show up on the screen on top of the Villein, i had no idea what to do for like 3 hours.
Glundyn 9 Mar, 2021 @ 11:14am 
The screen on the villein stayed black for me, I had no idea how to progress! Another comment on this guide states the number can be found elsewhere, but I wouldn't know where. I got past the door when I accidentally glitched past it when switching to point-and-click movement. I feel a little robbed of my chance to find my friends (':
Nevertheless, great guide, thank you for the thorough notes!
robrassler 28 Aug, 2020 @ 1:44am 
I played Obduction when it came out, and admit I needed help with bits, like I didn't get what was happening in the gauntlet at all. The frustrating part were the notes and books, because on my screen they were nearly all unreadable. Luckily they are on wiki now.
Anyway, just played it again and a much better experience, I think it is incredible how much your brain remembers, even some of the numbers when I needed them my memory dragged up from somewhere.
But strangely, I still went to pieces with the gauntlet, in the end when I got through it was because I was trying to get them back to their starting position so I could follow a walkthrough (last resort) and I accidentally hit on the combination to open the back door.
The only other thing I with Cyan had done is not end the game after the plunger, instead let us go for a wander.
mdstaley  [author] 26 Jul, 2019 @ 4:36pm 
Ark-kun - So good! Thank you
Ark-kun 7 May, 2019 @ 2:57am 
You've missed a significant part of the story/scenario.

Mayor talks about "karma" where Mofang will get exactly what they decided to unleash on other races. The "remainers" remain to execute that plan.

The Mofang have prepared some powerful bombs and were preparing to destroy all other worlds by swapping the bombs there. People prepared the plan: hide (chamber) everyone and the remainers will swap to Mofang and quickly swap back so that whatever Mofang prepared for their worlds would be sent back to Mofang.

Mofang have destroyed their own world with their own hands by trying to destroy others.
Mofang's world was blue and beautiful just like you see from Hunrath. That's why the Mofang sphere in Maray is beautiful and has the spherical plant. But everything else in the Mofang world was blown up and turned into charred radioactive glass.

P.S. On Earth countries build nuclear bombs that can destroy the whole world. That sand blast in the in-game Arizona...

Ark-kun 7 May, 2019 @ 2:51am 
>One of the coolest things about Mofang is that the scenery looks different here than it does in the other worlds. It's so bright elsewhere. Evolving here, the Mofang have no receptors for blue light which is how Farley could hide notes and the Villeins could use the blue lasers.

>Where are all those polka-dotted balls? You must be running through them. Maybe this is what Farley mentioned in her diary - about the Mofang not being able to see a sphere? You can't see them in Mofang because they're blue?

Sorry, but you're really wrong here. And this means you've lost a significant part of the story/scenario.
The clue is in the mayor's notes (and many other places):