Overview
This is a very comprehensive narrative with pictures that will take you from the beginning of the game to the very end with two endings.
1. Obduction – Overview
Please push the Thumbs-Up Rate button in the window above if this guide was helpful to you.
I enjoyed the Obduction game very much, wanted to try and figure out some of the logic and rationale for why things happened the way they did in the game, and couldn’t find a complete guide published on Steam. Therefore, I developed this guide and think it will help those who need or want extra help solving some of the puzzle’s challenges. It should give insight as to why you are doing something at complex points, such as the maze, in addition to stating one of many possible ways to get from the beginning to the end.
Be sure to fully explore this game first and try to resolve things on your own. Look at all the game’s scenery, read all the notes and books, listen to Cecil and all the talking stations, explore the many objects and rewards that make this game very interesting, and try different approaches. I won’t be mentioning minor points of the game or reward points, or explaining something unless it is really necessary to make progress further in the game.
I will pass along tips and tricks I learned the hard way. Please have fun and enjoy. Hopefully, this guide will help you when and if you want assistance.
The Basics:
• W – Forward
• S – Backwards
• A – Left
• D – Right
• Arrow Keys – Work the same as WSAD
• Space Bar – Take Photo (To see the photo, go to the menu screen and click Photos.)
• ESC or Backspace – Menu
• Shift – Run
• Caps Lock – Always Run
• Left Mouse – Interact
• Right Mouse – Toggles the Cursor
Navigation Tip: On very few occasions, it is possible to move to a spot off a cliff or swivel bridge that will not let you move any further (glich). If that happens, hit ESC to get back to the menu screen, click Settings, click the Controls tab, change the Navigation Type from Free Roam to Point-and-Click, click Resume Game in the bottom right corner of your screen, and then point your mouse somewhere that you should be able to go and hit the “W” key on your keyboard. You should be okay at this point. Change your Navigation Type back to Free Roam if you like that style better.
VERY IMPORTANT: Making a Copy of Your Game’s Progress in Case Something Bad Happens
1. The Obduction game auto-saves your game every so often and overwrites the previous saved game which means you can only go back one step. However, there is an easy way to create a checkpoint copy of the game that Obduction saves for you in case you need to get back to a specific point for some reason. Hit the Escape key to get to the menu screen, then select the Load command. You will see the game that Obduction has auto-saved in the top row. Over to the right side of that saved game, there are two icons, the first one with the downward arrow lets you create a copy of that auto-saved game, and the second icon with the “X” lets you delete it. Push the icon with the downward arrow to create a copy of your last auto-saved game. Now you have a copied game that you can go back to. This might be wise to do before you get into very complex situations.
2. If you do go back to load a game that you copied earlier, it will NOT be available for another load later. That is because Obduction moves that loaded game to the game-in-progress position and it becomes the default game that will be overwritten very soon then next time Obduction auto-saves a game as you move forward. Therefore, after loading a copied game, you should immediately follow the save procedure above to save another copy of the game at that point so you have the new default game and the new saved game before moving forward in the game.
2. Obduction – The Beginning
Enter picnic area along the water. Explore the area, path, and items along the way until you see the last picnic table. This is where a bright alien shell with a ball inside it stops you from moving forward and transports you to Hunrath.
3.1 Hunrath – A Look from Above
A Look from Above
The artwork of Hunrath above was originally created by Segador, a Stream member who did an excellent job and put his artwork on the Steam Community Obduction page for everyone to understand what Hunrath looks like from above it. The red circled numbers show transition walls that, when crossed on the (L)eft or (R)ight, take you to the same number on the opposite side of town (Example: walking through transition wall at L1 will put you outside transition wall R1). Segador gave me permission to use his artwork in my guide.
I added the portal P# numbers on the map to show the portals that transport you to other world views and make it easier to explain action points in this guide.
3.2 Hunrath – Portals
Portals have different color rays when activating them to let you know the destination world you will be in after the transport:
• Yellow rays – Goes to Hunrath
• Green rays – Goes to Maray
o P2 – Transport to beginning of Maray
o P3 – Created from first portal leap from Maray and used only this one time
o P5 & P6 – Created from activity in Maray
• Blue rays – Goes to Kaptar
o P1 – Farley’s Kapter Link to portal in small bottom cave of Kaptar
o P4 – Transport to beginning of Kaptar at swivel bridge
o P7 – Transport to red dome on main floor of Kaptar
• Red rays – Goes to Mofang
3.3 Hunrath – Get the Water Flowing
After carefully exploring the town of Hunrath, go to Cecil’s house (far last building on the left before you get to the river), ring the green doorbell, and listen to what he tells you. You need to get power to this place.
Go to the left side of his porch and take the boardwalk over to the elevator. Go up, walk on the boards, take the path to the right once you get on the rock, and move the lever to open the gate and release the water. Retrace your steps and go to the area outside the fence.
3.4 Hunrath – Get the Power Turned On
Walk over to the river, find the propeller gate, left-click your mouse on the right side propeller and pull it down. Walk back to the gate switching lever and move it to get the walkway to swing to your side.
Use the walkway, follow the path along the stream to the rail cars, and go the blue power generator one on the right. Rotate the red lever on the dial so it is pointing down to the left to block the fuel from exiting the drain valve.
Follow the fuel line to the fuel pump at the garage and spin the pump’s crank to get fuel flowing up to the power generator. Go back to the blue power generator, flip the green toggle switch up to the on position, move the sliding door to the left, twist and hold the red knob to the left to fill the primer tube, twist and hold the red knob to the right until the run light turns green and the engine starts.
3.5 Hunrath – Destroy the Red Laser, Turn on Water, and Explore Workshop
Go back to Cecil’s house, push the green button on the doorbell, and listen to him.
Go over to Cecil’s workshop, with the blue beam coming from it, and push the red button to open the door. Climb the stairs to the 2nd floor, look on the workbench, and read the note about reversing the address of Farley’s house to gain entry to the house.
There is a battery connector in the metal box with a handle at the bottom of the big power coil. Leave this alone for now because it will be explained and used at the ending.
Follow the tracks up to the water tower, and turn the valve down so water is dripping from the valve and flowing through the water hose.
Return to the 2nd floor of the workshop, go to the walkway along the back rock wall and down the three steps in the middle of the walkway. Push the button on the post to lower the cart with blue laser to the ground. Go down and enter the cart.
Cart and Track Specifics – Move the track switching levers by the track junctions (you must be out of the cart) left or right to determine which tracks the cart will use, and help change cart direction and track usage that will be needed to position the cart to certain directions in specific areas. Use the green toggle switch to turn the laser power on and off (cart will not move when laser is on). Use the cart’s joystick or your keyboard to move the laser forward (pull back), backward (push forward), left and right. There may be times you cannot exit the cart. That is because an item or place, such as a track switching lever or rock outcropping, is supposedly blocking the exit gate and you don’t have enough room to exit the cart. If that happens, just move the cart forward or backward until you get some clear space beside the exit gate.
Turn the green toggle switch down to shut off the blue laser power. Use your forward (W) and backward (S) keyboard keys to move the cart.
Drive the cart forward past the first track junction and then move the cart backward a little bit on the other track so you have a good view of the red laser gun. Push the green toggle switch up to provide power to the laser, push the button on the center panel to turn on the laser, look at the screen or just sight the blue laser beam, and point the blue laser beam at the red laser gun to disengage the energy field.
Turn the green toggle switch off to disengage the laser power. Exit the cart. You will use it later.
3.6 Hunrath – Farley’s House
Walk to Farley’s house and see that the address is “1436” on the porch post and the mail box. Reverse that to “6341” as the note stated to gain entry to Farley’s back door lock.
Go back to the propeller gate, follow the path back to the red brick building façade by the train cars, go through the door, exit to the left, and continue on the path to the wood tunnel opening used to get to Farley’s back door. Enter the code “6341” and go inside.
Unlock Farley’s front door and then open it.
Pull down the projector screen (you might have to adjust this several times to get the correct final results). Use the projector mechanism, turning table, two slides, and screen position to display the “15” code on the screen properly over the black dots.
Leave the house through the unlocked front door.
3.7 Hunrath – Destroy Rocks
Go back to the cart. Move the cart towards Farley’s house by going forwards and backwards (remember to use the track switching levers to get the cart on to the correct tracks). But, you can’t get there yet because rocks are blocking the tracks in the center of the valley. Back the cart into the wood sided tunnel with rocks blocking the entrance.
Move the cart forward on the left track until you are about ready to cross over tracks on your right that are blocked by red-shaded rocks (these are ones that can be destroyed). Turn on your blue laser and blast those rocks away so the tracks are open for use.
Continue moving the cart forward up the small hill until you see the big wooden gate on your right. Exit the cart (you might have to move the cart forwards or backwards to an unobstructed spot so the cart’s exit door will open) and open the gate to find more red-shaded rocks blocking the tunnel entrance. Get back in the cart, position it so you can blast those red-shaded rocks away by aiming the blue laser through the opened gate so the tunnel entrance is open.
Move the cart forward a little bit so you can exit the cart.
Walk through the open gate, enter the wood sided tunnel, and go through transition wall L8 to get to the dump on the other side of transition wall R8. Walk into the dump and open the red gate at the dump’s entrance. Retrace your steps back to the cart.
Move the cart back down the track and use track switching levers (some have to be changed before you get to them because the cart’s exit door will not open if it is obstructed) and different tracks to get you cart positioned so you can go through the rock opening in the center of the valley (right to left) that you created when you blasted the first set of rocks. Drive the cart to Farley’s house.
The cart should be facing forward away from Farley’s house at this point. Make sure the track switching lever in front of you is pointing to the left track. Move the cart forward and through transition wall L6 and out transition wall R6 towards the dump.
Just before you get to the dump’s front gate, there will be a spur track on the right that leads to a cliff. Exit the cart, take a look over the cliff, and spot the red-shaded rocks blocking the wood tunnel entrance by the stream and path below. You are going to blast those rocks in a minute.
Important: Get back in the cart, move it forward into the dump and around the dump’s track so the cart will be moving forward as you go left on the spur tracks. Move the cart forward to the edge of the cliff, turn on your blue laser and blast the red-shaded rocks from the tunnel entrance below so you can enter it later in the game.
You are finished with the cart until later. Move it to a place where you can exit the cart.
Note: There are two more rock barriers that obstruct cave openings. And, they can be disintegrated by the cart to allow you to explore more of the underground cave area and get interesting insight into the town. However, these two caves do not provide any information that is required to make progress and complete the mission. One cave is reached by following the tracks to the large rock outcropping with the timber entrance halfway between the Hartnell Mining Co building and Farley’s house. The other cave is at the end of the tracks by the waterfall.
3.8 Hunrath – Get the Remaining Power On
Walk back and talk to Cecil.
Walk across town, go through transition wall L7, and continue walking into the dump’s right side until you see a wood ramp by the yellow cargo container. Walk up the ramp to a platform with a large yellow shovel bucket. Get in the shovel bucket, push the button on the post, and ride the bucket down the cliff, over the river, and into the garage’s yard. Exit the shovel bucket.
Walk down the metal steps and turn left. Follow the path along the right fence until you get to the power box. Open it and close the left circuit breaker lever.
Walk into the garage’s office and stand in front to the Villein counting blob board and display screen.
The counting blob board and display screen in the garage can be used to figure out the counting scheme used in the game. Draw the “15” that you saw on the screen projection, in Farley’s house, on the Villein counting blob board by left-clicking your mouse from one blob to another (disconnect blobs by left-clicking your mouse and dragging it through the middle of a line). Press the blue button in the head of the counting blob mechanism to see the answer on the screen which should be “406”.
Or, just use the Villein counting system grid to determine that the “15” on the Villein counting blob board equates to “406” when you add up the connection lines using the numbers as shown below.
Walk over to the garage’s working bay and take a close-up photo (space bar on your keyboard) of the license plates on the wall. They will be used later to determine a random code found on the back of the compass in Mayor’s house. Push the green up button on the wall next to the garage door to open the garage’s vehicle door. Exit the garage.
3.9 Hunrath – Mayor’s House
Take the path along the stream back to the propeller gate. Reset propeller gate by lowering the left propeller blade all the way down and moving the gate’s switching lever one time so the gate’s top walkway is connected.
Walk through town to Farley’s house. Go through Farley’s front door, out the back door, follow the path through the rock arch, up the stone steps, and go through transition wall L3. Exit transition wall R3, turn left, walk over to the walkway on top of the propeller gate, cross it, and move the stair lever to lower the metal stairs.
Turn around so you can see the tunnel with wood sides. Enter the tunnel and go through transition wall R4, exit transition wall L4, walk along the ridge’s long path until you get to the side door and main floor of the Mayor’s house. Enter the three digit code “406” to gain entry.
Open the front and back doors in the Mayor’s house. Open the little square box on the Mayor’s desk to reveal a compass. Turn the compass over to find a random state name that will match one of the license plates you saw in the garage. Remember that state’s name.
Exit the back door of the Mayor’s house by the big concrete globe, follow the path along the stream, go up the rock steps adjoining the left rock wall, climb the metal stairs to the top of the propeller gate’s walkway, turn left, follow the rock path to the elevator shaft and telephone dial at the tower above the Mayor’s house.
Use the state name you found on the back of the compass in the Mayor’s office to find the matching license plate in the photo of all the license plates on the garage’s wall. Use that six-digit license plate number as the code and dial the telephone to get power to elevator. (Hint: Letters equate to numbers on any telephone pad – Ex: license plate number 1ME 107 equals 163107 for the code. If your telephone doesn’t have alphabetic letters on the number keys, then walk back to the garage and look at the telephone dial in the telephone booth.)
Push the button on the side of the tower wall to call the elevator to your level. Step in the elevator and push the down button twice to get to the basement level. Go up the rock path and use the crank to lower the gate to the tree area.
3.10 Hunrath – Water Tree #1 Orange
Use the elevator to get to the main floor of the Mayor’s house. Go out the front door, over to the entry gate to the tree area, cross to the far side of the tree, follow the water hose into the tree’s roots, and open the water valve. Water Tree #1 Orange.
Note: You cannot get to the other color trees via the underground doorways until after you water the other tree in the other world.
Go back up the tree’s root tunnel (there might be a short pause here while the software loads new information), walk towards town (not into the Mayor’s house).
Important: Walk to the propeller gate, make sure the left propeller is all the way down, move the gate switching lever to turn the gate so the bridge gives access to the other bank.
Walk through town to Farley’s house. Go through Farley’s front door, out the back door, follow the path through the rock arch, up the stone steps, and go through transition wall L3. Exit transition wall R3, turn right, and go to the wood lined entry way into transition wall #R2. Exit transition wall L2, follow the long rock path until you get to the metal ramp, and push the button to lower the ramp to the dump.
Turn around and use portal P4 to transport you to Kaptar. (After pushing the portal lever or sliding gate on every portal and then pushing the button to start the transport, you will find that the transport takes a long time while the software is loading new scenes.)
4.1 Kaptar #1 – Portals
• Yellow rays – Goes to Hunrath
o Red dome on main floor – Back to Hunrath portal P7
o Farley’s Kaptar link in small bottom cave – Back to Hunrath portal P1
o Kaptar big globe portal to and from Hunrath on the giant globe behind the Hunrath Mayor’s house.
• Green rays – Goes to Maray
o One-time portal to Maray to open entry gate and archway
• Blue rays – Goes to Kaptar
• Red rays – Goes to Mofang
4.2 Kaptar #1 – Destroy Red Laser Beam and Energy Field
Get the wind motor running on the swivel bridge by going to the middle, going down the stairs, and turning the wheel. Climb back up the stairs, stay in the center of the bridge, move the bridge to the right by pushing the swivel lever to the right, get off the bridge on the far landing, and push the metal beam with a red handle forward so the bridge will be able to move further later in the game.
Follow the stone steps and pathway to the main floor in Kaptar.
Go towards the red dome by the red laser beam on main floor of this structure and stop once you get at the end of the metal flooring or before going down the stone steps. Look under the large metal chain, around at the large metal groove in the floor and the large cage blocking the far end of that groove. You will be back there later. Continue over to the red dome, go inside, and use the portal to transport to Hunrath portal P7.
Walk to the cart with blue laser in Hunrath (should be over by the dump). If you back the cart up and circle the track at the dump so you are heading backwards towards Farley’s house, it will be easier to use the cart in just a little bit. Also, you will have to change some track switching levers at some track junctions to get to portal P7.
Drive the cart in Hunrath into the tunnel in back of Hunrath portal P7. Transport to Kaptar with the cart to destroy the red laser gun and energy field. Transport back to Hunrath with the cart. Move the cart to the front of the building. Go inside the house and use Hunrath portal p7 to transport back to Kaptar.
4.3 Kaptar #1 – Coupling the Pistons
Exit the red dome, cross to the other side of the main floor, and go up the stone steps to the mechanical floor.
Take the walkway leading to the giant cam shaft, go down to the very bottom level of the platform, move the gear engagement lever to the left to move the gear shaft down into position, turn the crank wheel below that lever to get the giant blades moving, go up one level by the chain drive, turn around, and use the crank wheel to engage the cam shaft.
Climb the ramps back up to the stone floor and then climb up to the platform that is in front of you. This platform has the coupling lever to couple all four pistons on the cam shaft.
When you left-click your curser on the coupling lever by the circle viewing area, the platform will move and show one of the four piston coupling mechanisms. That coupling lever moves in three directions: left to move the viewing circle to the next piston on the left, right to move the viewing circle to the next piston on the right, and pulled to either couple or uncouple the pistons. Move the coupling lever to the right so you are viewing the bottom right piston coupling. Watch the piston through the current viewing circle and pull the coupling lever once to couple the piston to the shaft. Move the coupling lever to the left and couple the next piston. Do that two more times to get all the pistons coupled. Step back and make sure all pistons are coupled to their respective shaft and moving.
Exit the small platform, walk to the right side of the floor as you look at the cam shaft, follow the path down to the gangway and gondola bucket, and take the gondola bucket down to the beginning of Kaptar at the swivel bridge.
4.4 Kaptar #1 – Exploring the Towering Structure
Move the bridge lever on the cliff so the swivel bridge comes back to you, go to the center of the swivel bridge, move the center bridge lever twice to the right so the right side of the bridge is facing a large brown stone (which is really a transition wall now that you destroyed the energy field). Walk to the right side of the swivel bridge and go through the transition wall to a pillar level in Kaptar.
Continue walking up the stone steps and gangway to the movable trolley that will take you back to the main structure. Use the lever to engage the trolley. As you move along the upper chain, you will see the large cage that blocked the big metal groove back on the main floor move the opposite direction on the bottom chain and that will give you access into the big metal grove. Take the gangway down to the main floor.
Walk down the stone steps towards the large metal wheels, turn right, and take the stone steps down beside the huge stone pillar. Continue on the path and wooden gangway to the big metal groove that no longer has the cage in the way. Go up the metal stairs to the other side of the main floor which I will call the temple area so you have a point of reference later on.
Go up one of the stone steps on your left, and continue to climb by using the wood gangway, stone steps and stone paths until you get through the bones of the first rib cage.
You are now on a level flat stone pad that has stone steps down to the right that are blocked. Go left and continue to go down the stone steps under more bones and through a brown transition wall.
Continue moving up and forward until you get to another flat stone pad that allows you to go straight to a portal in a grassy area that will transport you to Maray, or to the right up more stone steps.
Take the portal to Maray (only used for this one time to open the entry door). Connect the dot on the Villein counting blob board and push the top button to open the gateway on the path below. Transport back to Kaptar.
Now, take the stone steps up to another flat stone pad with the gold pillar that allows two directions. Looking back takes you up more stone steps and turning left takes you down some stone steps to a portal (Farley’s Kaptar link in small bottom cave) that connects to the Hunrath portal P1 in Farley’s cave room.
Go up the stone steps to a large station area with greenery and a trolley.
Take the trolley back to the overhead gangway over the mechanical floor. Walk on the gangway to the main room and look on the left for a minor walkway to the raised metal stairs. Lower the metal stairs to allow access to the mechanical floor and come back to the main gangway. Note that the electrical box that was on the main floor is now suspended in the air from an arm on the ladder.
Continue on the main gangway to the elevator. Go down in the elevator below the giant turning blades to the Kaptar view of the large globe behind the mayor’s house. The portal (Kaptar big globe portal) interacts with the Hunrath view of the big globe and its portal back to Kaptar.
4.5 Kaptar #1 – Giant Globe – Kaptar and Hunrath
Use the portal to transport back to the Hunrath view. Go outside the giant globe and down the path to the cement pillar with the button on it. Push the button 4 times to turn the globe and line up the stairs inside the globe with one of the doorways in Kaptar. Return to the top of the giant globe and transport back to Kapter. Note: The Hunrath open walkway into the globe should now be positioned so it is facing the back door to the Mayor’s office and the rolling track wheels with the motorcycle tire should be at the eleven o’clock position when you view it by backing up from the button on the pillar.
Return to the top of the giant globe and transport back to Kapter.
Climb the stairs and open door. Walk forward to the temple area. Bear to the right, walk forward down the stone steps to the main floor, go straight up the next set of stone steps, turn right, act like you are starting over on this floor, climb the wood path and stone steps, traverse through the bone rib cages, go through the brown transition wall, and continue up to the flat stone pad with the gold pillar. Now, go down the steps to Farley’s Kaptar link in small bottom cave with a portal.
Use the portal to transport to Hunrath portal P1 in Farley’s cave room. You might want to peruse the cave room at this time but there is nothing that has any control of the game here. Walk through the stone tunnel. Open the door to Farley’s main house at the end of the cave’s walkway.
Go out the back door, through the arch, up the stone stairs, through transition wall L3, out transition wall R3, turn left and go through transition tunnel wall R4, continue on the stone pathway. Stop when you get to the 2nd orange awning and you see the large power tower in Hunrath, turn right and walk down the path to Hunrath portal P2 in the green area. Use the portal to transport to Maray.
5.1 Maray #1 – Destroy Red Laser Beam and Energy Field
Follow the path to the lower level where you opened the entry gate earlier. Take the path to the right and use the portal to transport back to Hunrath portal P3. Walk over to Hunrath portal P2 and transport back to Maray. Follow the same route as last time and see that the first portal vanished and a stone bridge appeared.
Cross the stone bridge to a three-path junction, take the path to the left up to the alien structure with the blue laser gun and use the blue laser gun (pull back to get beam to go forward) to destroy the red laser beam gun.
Return to the three-path junction and take the one straight ahead with the double white light. Pass through two transition walls and arrive at another alien structure.
Build two bridges from the alien structure by using the Villein counting blob boards and connecting blobs until a completed path is useable. The process involves connecting more and more blobs until a pathway is built linking the two sides. There are multiple pieces that make up a pathway; metal supports, concrete, and blue light. You don’t have to have all of them present because most of the time any combination of concrete and blue light will make a walkable pathway. I usually start by connecting many dots as shown below and then pushing the button on top. If that doesn’t build a walkable bridge, connect one or two more blobs after each try to see your progress.
After completing both bridges, take the bridge over to the globe.
Use the first Maray globe portal closest to the door to transport to Hunrath portal P5 in the dump, use the Hunrath portal P5 where you just arrived to transport back to Maray, use the second Maray globe portal close to the back wall of the dome to transport to Hunrath portal P6, go over to Hunrath portal P5 by the door in the globe and transport back to Maray, the second Maray globe portal is now gone and an elevator exists at the far side of the globe with partial junk yard in it. Take the elevator down and walk to the second Maray globe.
5.2 Maray #1 – Getting to the Maze – It’s Hard
VERY IMPORTANT – This would be a great time to make a copy(ies) of your game in case you need to restart at the beginning of this process for some reason (see save procedure in Overview section of this guide). There will be a complex set of transports to get everything set properly to allow access to the maze. If you mess up or get the wrong process, keep in mind that the objective is to build bridges in both the Hunrath and Maray views, and get the single portal in the small distant globe across the bridge in the Maray view to stay in Hunrath (vanish from Maray) and open a walkway to the maze. My solution below is only one of many solutions that will achieve the ultimate objective..
Transport 1 – Use the closest first portal in the partial rock globe in Maray to transport to the Hunrath.
Transport 2 – Go to the furthest third portal sitting on a wooden barrel in Hunrath and use it to transport to Maray. Once you get back to Maray, there is a Villein counting blob board by the first portal next to two doors.
Turn the Globe – Just outside the big globe is a button on a post to turn the main globe. Push it once to turn the big globe and get the Villein counting blob board ready to build a bridge on the other side.
Bridge 1 – Use the Villein counting blob board in Maray to build a bridge to the small globe on the other side. Do not cross the bridge yet.
Transport 3 – Use the closest portal on the concrete circle next to Villein counting blob board in Maray to transport to Hunrath.
Bridge 2 – Use the Villein counting blob board in Hunrath to build a bridge across the stone gap to the other side of the cavern.
Transport 4 – Use the closest portal on the concrete circle next to Villein counting blob board in Hunrath to transport to Maray.
Transport 5 – Cross the bridge in Maray and go to the small globe with the single portal. Use the single portal to transport to Hunrath.
Transport 6 – Cross the bridge in Hunrath and use the first portal you reach that is on the concrete circle and transport to Maray.
Transport 7 – Cross the bridge in Maray and go to the small globe with the single portal and a partial stone globe. Use the single portal to transport to Hunrath.
Transport 8 – Cross the bridge in Hunrath and use the first portal you reach that is on the concrete circle and transport to Maray.
Transport 9 – Cross the bridge in Maray and go to the small globe with the single portal in a concrete globe with a partial stone outer shell. Use the single portal to transport to Hunrath.
Transport 10 – Cross the bridge in Hunrath and use the first portal you reach that is on the concrete circle and transport to Maray.
Cross the bridge in Maray to the small globe. The portal is gone and a walkway is open through the small globe to the Maze.
Whew! You made it. Walk over to the elevator and push the top button to go up and see the maze. The maze will be completed later in the game.
Take the elevator to the bottom floor and use the maze portal to transport to the Hunrath. Climb the stairs, take a right, walk through the stone tunnel and open the far door, and do not proceed further in the tunnel past the door. Retrace your steps back to top of the chamber with the sphere-like maze puzzle piece at the wooden stairs.
Go straight past the sphere-like maze puzzle piece, open the outside door to the stream and propeller gate, and follow the path along the other side of the stream bank until you reach the tunnel on the left. Note: You already disintegrated the rocks in this tunnel earlier in section 3.7 of this guide.)
Follow the tunnel and use the portal to transport to Mofang.
6. Mofang – Water Tree #2 Red
Follow the volcanic path up to the tree.
Follow the tree’s root tunnel down to the bottom level, and open the water valve. Water Tree #2 Red.
Retrace your steps up the trees’ tunnel and down the volcanic path back to the portal. Use the portal to transport back to Hunrath. Follow the stream’s path back to the propeller gate, cross the walkway, and follow the tunnel back to the maze puzzle piece.
Walk down the stairs and use the Hunrath maze portal to transport to Maray. Exit the puzzle piece and use the elevator to go to the top of the maze.
7.1 Maray #2 – The Complex Maze
Maze specifics:
• The whole maze puzzle can be rotated clockwise or counter-clockwise by the two buttons on the post at the top maze observation platform.
• The circular closest individual puzzle path piece, at the six o’clock position when thinking of a clock, can be rotated or exchanged with a reserve puzzle piece as needed to form a connected pathway to the end objective.
• Rotation: The circular closest individual puzzle path piece can be rotated by going down the elevator, using the portal to transport back to Hunrath, climbing the stairs, turning left and using the top button (turn counter-clockwise) or bottom button (turn clockwise) on the post. When you are standing in front of the buttons, you are looking at an individual puzzle path piece from the right side as seen from the top observation platform.
• Exchange: There are five individual puzzle path pieces (four showing in the maze and one in reserve) that have different paths (one 90 degree angle, second 90 degree angle, 30 degree angle, 210 degree angle, and straight). The circular closest individual puzzle path piece can be exchanged with a reserve puzzle path piece by using the elevator to get to the bottom of the maze, using the maze portal to transport to Hunrath, going up the stairs, turning right, going through the long tunnel and over the bridge to get to the three grouped portals, using the portal that is on the concrete circle to transport back to Maray, taking the Maray path back to the maze, and then ascending in the elevator to the top observation platform.
• Rotate the whole maze, rotate individual puzzle path pieces, and exchange reserve path pieces until you get the results you need to get to the correct location.
Important: It might be a good time to save you game again in case you want to start the process over at any point.
Here is what the maze looks like from the top observation point at the beginning.
1. Pathway forward to the far Villein counting blob board:
Here is a photo of the final result we want to achieve.
Turn the whole maze 2 times to the right by pushing the leftmost button on the observation platform post twice. Note the position of the circular closest individual 90 degree puzzle path piece at the six o’clock position that needs to be rotated to make a walkable pathway.
Follow the rotation process above and turn the individual puzzle path piece 2 times clockwise. Go back up to the maze observation platform and verify your results.
Turn the whole maze 1 time to the right by pushing the leftmost button on the observation platform post once to get a different individual puzzle path piece ready for manipulation.
Follow the exchange process above to exchange the 210 degree angle puzzle path piece with a straight puzzle path piece that is in reserve. Go back up to the maze observation platform and verify your results. Then follow the rotation process above and turn the individual puzzle path piece 1 time clockwise. Go back up to the maze observation platform and verify your results.
Turn the whole maze 2 time to the right by pushing the leftmost button on the observation platform post twice to get a different individual puzzle path piece ready for manipulation.
Follow the exchange process above to exchange the 30 degree angle puzzle path piece with a 210 degree puzzle path piece that is in reserve. Go back up to the maze observation platform and verify your results.
Turn the whole maze 1 time to the right by pushing the leftmost button on the observation platform post once for the final result.
Descend one floor in the elevator and walk the path over to the Villein counting blob board. Connect the blob to open the 1st gate that you see above you. Return to the maze observation platform.
2. Pathway right to the Villein counting blob board by the stream:
Here is a photo of the final result we want to achieve.
Turn the whole maze 2 time to the right by pushing the leftmost button on the observation platform post twice to get a different individual puzzle path piece ready for manipulation.
Follow the rotation process above and turn the individual puzzle path piece 1 time counter-clockwise. Go back up to the maze observation platform and verify your results.
Turn the whole maze 2 times to the right by pushing the leftmost button on the observation platform post twice for the final result.
Descend one floor in the elevator and walk the path through two transition walls to the Villein counting blob board by the stream. Connect the blob to open the 2nd gate that you see above you. Return to the maze observation platform.
3. Pathway left to alien structure
Here is a photo of the final result we want to achieve.
Turn the whole maze 1 time to the right by pushing the leftmost button on the observation platform post once for the final result.
7.2 Maray #2 – Entombed Pods
Descend one floor in the elevator and walk the maze puzzle path over to the pathway. Take the pathway to the bottom of the ramp at the alien structure. (Optional – you can take the path on the right to another Villein counting blob board and build a bridge and then return to the ramp.)
Ascend the ramp to the first level and then take a side descending ramp down to the back bottom platform. Push the button to raise the shuttle to the top platform.
Walk up the ascending ramps to the top floor and enter the shuttle for a free ride.
Descend the alien structure and take a path over to a destroyed room with an alien that is hurt.
Listen to the alien and see that the screens display “222”. Go over to the table, open the book and determine who is in pod “222”.
Retrace your steps back to the alien structure and fins a Villein counting blob board on the ground level. Use the Villein counting system (shown in section 3.8 Hunrath – Get the Remaining Power On) to determine which blobs must be connected to equal “222”. Connect the lines properly, push the button, and the pod retrieval system will retrieve Josef on floor 14 – pod 13.
Go see who is in the pod. Come back to the Villein counting blob board and erase all your lines to get back to the surface ((disconnect blobs by holding down your left mouse button in the dark blue gel and dragging your cursor across the middle of a connecting light blue line to the dark blue gel on the other side).
Go back to the destroyed room with the hurt alien and go to the closed gate that will open when you approach it. Walk through the opened gate and over to the death cube and laser. Do NOT touch the death cube or you will die!
Go to the laser and destroy the death cube and the person lying on the ground.
7.3 Maray #2 – Water Tree #3 Green
Walk through the area where the death cube was, use the Villein counting blob board to build a bridge to the tree, and water Tree #3 Green.
Go back up, cross the death cube area and enter the tunnel that opened straight ahead, follow the path, build another bridge, go under the metal arch back to the portal that was the beginning of Maray. Use the portal to transport back to Hunrath portal P2.
8.1 Kaptar #2 – Lair of Arai
From Hunrath portal P2, go up and turn left, walk on the main stone pathway through transition wall L4, exit transition wall R4, turn right and go up and walk through transition wall R3, exit transition wall L3, walk through the arch and down the stone stairs, continue to the tunnel at the back of Farley’s house, enter the back door, turn around and close the back door, take the stone tunnel to Hunrath portal P1 and transition back to Kaptar.
Follow the stone steps up to the gold pillar and then down, back through the brown transition wall and bones to the flat stone area above the temple area. Go down the first set of steps, cross the floor, go up the opposite set of stone steps, walk towards the two purple hanging banners, and enter the small cave entrance on the left that will take you back to the wood turning globe.
After you walk down the wooden steps, cross the wooden floor and you will see an opening in the side of the wall that you can look through to see a green path below. You need to turn the globe so you can use the wooden steps to the left of the portal to get down to that path. Use the portal (Kaptar big globe) to transport back to Hunrath. Go down and push the button on the concrete pillar 2 times. Note: The Hunrath open walkway into the globe and the rolling track wheels with the motorcycle tire should be at the seven o’clock position when you view them by backing up from the button on the pillar.
Go back up to the portal and transport back to Kaptar. Go down the steps from the portal to the lair of Arai.
Take a photo of the note on the table with the 20 digit code (optionally used later for the electrical control box on the arm at the metal steps). Exit the lair, turn left, and follow the path down to the area of mechanical floor that has a turning gear that we must stop.
Retrace your steps back up to the portal on the wood globe and transport back to Hunrath. Go down and turn the globe 6 times. Note: The Hunrath open walkway into the globe should now be positioned so it is facing the back door to the Mayor’s office and the rolling track wheels with the motorcycle tire should be at the eleven o’clock position when you view it by backing up from the button on the pillar.
Go back up, transport back to Kaptar, walk up the steps, go through the small cave, and exit back to the temple area.
Walk over to the center of the main lower floor, turn left and walk over to the large gears, use the big metal groove to exit this area, and follow the wood walkway and stone path to get to the front of the main floor. Go straight to the other side of the main floor and climb the stone steps to get back to the mechanical floor. (Optional – Climb the metal ladder up to the gangway. At the top, enter the 20 digit code (found earlier in lair of Arai) going left to right even though the numbers are backwards, on the electric control panel extending sideways on ladder arm and hit enter key (bottom left white key that is two keys below the 9 on the keypad) to make the electrical box fall to the floor. Go back down the ladder.)
Cross the floor to the controls for the locking pistons brackets. Disconnect left bottom bracket on large turning mechanism to allow access through the turning flywheel gear on bottom level of Arai’s lair.
8.2 Kaptar #2 – Water Tree #4 Blue
Retrace your steps back to the big metal groove and the small cave in the temple area so you can use the big wood globe again. Transport back to Hunrath. Go down and turn the globe 2 times so you have access to path to the lair of Arai. Note: The Hunrath open walkway into the globe and the rolling track wheels with the motorcycle tire should be at the seven o’clock position when you view them by backing up from the button on the pillar.
Go back up, transport back to Kaptar, go down the steps towards the lair of Arai and continue down the path to area of mechanical floor that has turning gear that we stopped. Walk through it and go down and water Tree #4 Blue.
After the roots absorb the water, follow the water hose back to tree #1 Orange in Hunrath.
9 Obdudtion – Two Endings
Follow the Tree #1 Orange root tunnel with the water hose back up to Hunrath. Go up and talk to Cecil about the bleeder.
Go up to the second floor of Cecil’s workshop, open the red trimmed wood door, follow the path up and across the rock bridge, go through the transition wall R1, Exit transition wall L1, and proceed up to the power tower. Open the door in the base of the tower and engage the yellow switch.
Return back to the second floor of Cecil’s workshop. Here, you have two choices: 1) Cecil already connected all the power cables and closed the connection for the big battery power line in the metal container at the base of the giant power coil structure. Leaving that connection closed in the metal container will set the game up for ending #1, or 2) Opening the connection in the metal container will set the game up for ending #2. (After choosing either of the two endings, you can load your last checkpoint for the game from the menu screen after the game ends, and go back to this point and change the connection to see the other ending.)
Go to the main floor of the Mayor’s house and take the elevator to the top floor of the tower. Step to the back platform and push the plunger to the dynamite. Walk back into the tower and look through the open doorway to watch all the ending scenes.