recursal/Fanatic-Fandom huggingface dataset:
Tree

The Tree of Hunrath
There is a **Tree** at the center of each Cell in *Obduction*. They probably grew from the Mother Seeds that initially swapped each of the four Cells. Caroline Farley suggested these seeds might come from a "Mother Tree" and be spread by "galactic winds". The health of the Trees is tied to the entire ecosystem of the Cell in which they reside, and each is connected to the others via the Heart so long as it is healthy.

## Hunrath Tree

The Hunrath Tree has existed ever since Hartnell was swapped out of Arizona. It was already a sapling when it was discovered.

In the course of time, a sturdy stone wall was built all around it and a metal door was placed that could only be controlled from the Mayor's living quarters to control access to it. An opening from the Mayor's office meant for watching the door, makes one wonder about its purpose. Had it been there to watch for falling Collector Seeds before the wall was raised, or was it made during the Mofang War to make sure nobody enabled the pasage through the Heart to Hunrath?

When access to the Tree has been enabled, its health can be restored by connecting it to the Heart. After this, all its roots and branches glow yellow/orange and its folliage turns from red to green.

## Kaptar Tree

The Tree of Kaptar
The Kaptar Tree is located at the front side of the Temple, enclosed partly by the temple walls and by various big machinery parts. To gain access to it, the Crankshaft cavern puzzle has to be solved, access to the Temple interior has to be gained, and the Polyarch antechamber puzzle has to be solved, while also disconnecting one of the shafts at the Crankshaft cavern. When the health of the Tree is restored, its roots and branches glow blue.

## Maray Tree

The Tree of Maray
To reach the Maray Tree the player must ride the cable car (or *pod*) from the Podding station to the Silo and there disable the Mofang Mofang WMD.

After that, the Tree is only protected by a bridge that must be enabled. When the health of the Tree is restored, its roots and branches glow green.

## Soria Tree

The Tree of Soria
The Soria Tree survived the Mofang WMD's blast of the Cell, but half of it became permanently charred, and the leaves of that side have burned away. It glows red when it is connected to the Heart and the folliage is restored only on its uncharred side.

## Trivia

* The Trees were modeled after maple and oak trees in order to give them a "wise old tree" look.

## References

1. ↑ *Seed Information*
2. ↑ Hartnell Letter
3. ↑ Tweet by Eric A. Anderson, Obduction's Art Director
Soria Tree puzzle

The Heart under the Soria Tree
The **Soria Tree puzzle** explains the steps that are needed to reach the Soria Tree and connect it to the Heart.

## Prerequisites

The cell of Soria can only be reached throught a seed-swap device located in a small mine whose entrance is on the rear side of the East bank of the river of Hunrath. In the beginning of the game, only the front side of the East bank can be reached across the swing bridge. Even so, the entrance to the Mineshaft is locked from the inside and there is no access to the rear side of the bank.

The rear side of the East bank can only be reached coming from inside the Mineshaft, provided that the swing bridge has been previously rotated so as to allow passage from the front to the rear side of the East bank. This rotation is possible only after the ladder-ramp has been lowered from the overhead walkway. Also the sixth railcart objective must have been completed, so that the entrance of this small mine becomes free of imager rocks.

In order to reach the interior of the Mineshaft, the Gauntlet domes puzzle in Maray must have been completed. When the Gauntlet maze puzzle is underway, at any point of that puzzle, the door of the Mineshaft towards the river bank has to be opened. Exiting the mine and walking along the East bank, the mine entrance to the War Room of Hunrath is reached. Examine the War Room document (the same document is in the War Room of Kaptar), and use the seed-swap device to swap to Soria. From there, the way to the Tree is open.
Overlook Villa

*This article is a stub. You can help Obduction Wiki by expanding it.*

The Overlook Villa with the Mofang disabler
The **Overlook Villa** is a location in the cell of Maray. It is the first building that we gain access to after entering the cell. The building offers a spectacular overlook of the landscape of Maray, of the Villein armory and of the first dome of the Gauntlet area.

The Villa is also equiped with a Mofang disabler by which the red beam of Maray can be disabled. It is also the place where the first message of the iMayor is received on a stretch screen.
Waterfall kiosk recording/ru

**Киоск "Водопад"** находится неподалеку от поворотного моста. Это Видео-киоск, записанный С.В., в котором мэр Янссен рассказывает новоприбывшему об источнике воды в Хунрате.

## Содержание

Part of our ecosystem here is our supply of water.
It is supplied as a natural process of the system itself, and we don't really understand how.
Although the entire system is very closely tied together.
The fact that one of the most important necessities of life has been provided to us has led many to believe that this place has a purpose.
Others attribute it to a complex, natural process which we one day hope to understand.
Either way, we are glad to have all the water we need.
[static]
Частью нашей экосистемы является постоянный запас воды.
Он образуется в следствии процессов, происходящих в самой системе, и мы не совсем понимаем, как.
Хотя все, находящееся в куполе, тесно связано друг с другом,
факт того, что одна из самых важных жизненных потребностей была сразу предоставлена нам, заставил многих поверить в то, что это место имеет смысл.
Другие жители приписывают эту особенность сложному процессу, который мы надеемся когда-нибудь изучить.
В любом случае, все мы рады иметь столько воды, сколько нам необходимо.
[помехи]
Update 1.1.0

**Update 1.1.0** was an update released for *Obduction* on 2 September 2016.

## Patch 1 released!

Hey Everyone!
We've just pushed the button and moved our first big patch from the public beta to the normal release. We hope you enjoy it! As always, if you run into any issues, please contact us at our support page. While we may not be able to get back to you right away, we are reading through every single one.

### Global

* Fix for stuck loading screens with unsupported languages! Game will now properly default to English when local OS language does not have a localization file available
* Fix for resolution scale slider
* Adjustment to gamma setting slider (Work in progress)
* Small fix for the Credits
* Tweaks for new game menu
* Fixes for screenshots during loading

### Art

Many small art tweaks around all of Hunrath

### Known issues in this release

* OS's with unsupported languages may see a missing menu hitting escape during gameplay
* Photos and their ordering that were broken in previous builds may still appear broken
* Windows user accounts with that contain foreign characters may not see their photos in the photo viewer. The photos will be available in the game's save directory.

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/883091663741275721
Supply yard

The Supply yard seen from the Scrapyard
The **Supply yard** is a location in the rear side of Hunrath. It is an extension of the Plateau, an elevated region above the river and bordering the dome.

## Description

The Supply yard is an enclosed area, located in the back of the Gas station and at a lower level from the Scrapyard. It is the place where selected items from the Scrapyard are carried down by means of a backhoe shovel lift and stored. Many tires, railroad wheels, barrel drums, concrete blocks, chairs, and other useful things are seen stored under small sheds with corrugated metal roofing, or covered by tarps. Even a couple of TV monitors are seen stored among other.

## In game role

Initially, the only way to access the Supply yard is getting in the backhoe shovel lift and lowering it from the Scrapyard. From here the interior of the Gas station is reached and the garage door can be opened making it easier to reach the Scrapyard from the back side of Hunrath. Also an electricity switchboard is accessible here.

## Puzzles found here

Gaining access to the Supply Yard makes possible the solution of the Additional power puzzle.
Species

*This article is a stub. You can help Obduction Wiki by expanding it.*

Drawing of a Mofang
There are a total of four intelligent **species** in *Obduction*, each inhabiting their own Cell and having originated from a different World. Most of what we get to know about these species is from a document found in Farley's Community Center under the title Species Description.

Two more intelligent species have lived in the past on the world of Kaptar. One made temples, monuments and cave paintings, and later another made heavy machines and lived by fishing giant flying creatures. Relics of both are seen in the cell of Kaptar.

Apart from the Kaptarian giant flying creatures of the past, there are some animal species living currently in two cells. In the Bosque of Hunrath, we see American Lady butterflies flying all over and some abandoned fishing rods imply fish living in the river and the lake. In Maray we see an exotic species of birds with colorful plumage.

## List of Species

* Humans
* Arai
* Mofang
* Villein
Update 1.8.4.1

**Update 1.8.4.1** was an update released for *Obduction* on November 7, 2019. This update disabled support for HDR.

## 1.8.4.1 Minor update

We've pushed out a small update today to address the issues that were being caused by HDR. After quite a bit of discussion, looking at our options, and finding out what we could do with the small amount of time and resources we have, we've come to the conclusion that we'll have to disable support for HDR for the time being. We'll post an update with news if or when we're able to revisit this issue.

## References

https://steamcommunity.com/games/306760/announcements/detail/1613905751067737559
Rotating the Labyrinth

Previous part [Visit a Desolation]

## Walkthrough - Part 14

The next section is a slightly tedious puzzle which is the maze. It involves 5 rotatable and switchable 'puzzle' pieces that you must move around to create paths to the next area. Four are placed in the big rotatable labyrinth base and one is in a 'swapped position' in a cave in Hunrath. It will involve a lot of trial and error and seed swapping between the cave and Maray. There are two buttons inside the Hunrath cave to rotate the pieces individually. The bottom rotates the piece 90° clockwise and the top 90° anticlockwise.

The buttons at the top of the elevator rotates the entire maze, which is like a big turntable. The left button rotates the maze 90° clockwise and the right one 90° anticlockwise. Feel free to use the wiki's built-in Gauntlet Maze Solver. There are instructions on that page. The basic final goal is to connect the entrance to the left exit, which takes you to the cable car and to the next part of the game. Before the lift can go all the way, however, you have to get to the other two exits of the maze and open two overhead doors that are blocking the railcar.

First try to achieve the pattern shown below to get to the right side exit.

This path will take you through two cell wall portals before you reach the panel that opens the one of the doors

Come back to the labyrith and go up to the balcony. Rotate the whole maze 180° so that the piece marked A comes below you.

Take the elevator 2 floors down, swap to Hunrath and turn the piece 90° clockwise (press the lower button once). Swap back to Maray, go across the maze to enable the other door.

Then go back down again and swap to Hunrath, turn the piece 90° anticlockwise and return. Go up to the balcony and rotate the whole maze 90° anticlockwise.

Now you can take the path to the cable car. Go to the first level and press the button to bring the car in place, while iMayor keeps complaining.

Go to the top level and walk into the cable car to activate it. Enjoy the ride.

You will hear gunshots. What happened? Go there through the opened door.

There is one Villein laying under debris.

There is the console for opening the door.

Next part [The Fate of Maray]
War Room

**War rooms** are found in two cells in *Obduction*. They were used in the final plan enacted against the Mofang in the Mofang War. The war rooms were staffed by Remainers, members of each race (except the Mofang) who stayed behind to enact the counteroffensive plan instead of taking refuge in the Silo of Maray. Both rooms have a chair and a table or desk, along with a Soria-bound seed-swap device.

## The War Room in Kaptar

The Kaptar War Room
The War Room in Kaptar is located near the Polyarch antechamber. In its perimeter is a dead Mofang cut in half during the swap back act, along with a Mofang hand weapon and a circular ring of the Soria ground. The crucial counteroffensive plan was executed in that room. A single Arai beetle was stationed there while Polyarch Del, its commanding mind, was nested in the nearby Hive. The command it carried out was to wait hovering above a scale that would trigger the seed-swap device at the instant that the section was swapped to Soria by the Mofang. The Mofang had planned to swap it with a WMD and obliterate the Kaptar cell. At that point the Arai beetle would land on the scale, swapping the section back to Soria. And indeed, the WMD was sent back and detonated there. The pairing swap area in Soria was what we find there as Ground Zero.

## The War Room in Hunrath

The Hunrath War Room
The War Room in Hunrath is located on the western side of the river in Hunrath. It can only be accessed late into the game. It contains the only working Soria-bound seed-swap device in the game. C.W. waited in this room to enact the counteroffensive plan when the MWD meant for Hunrath would be swapped here to obliterate the human cell. It turned out that this never happened, so when the Kaptar-bound WMD was sent back and exploded, the Hunrath-bound WMD must have been destroyed there along with the Soria cell.

## Possible War Room in Maray

No War Room is found in Maray, because if there was one, it was swapped to Soria and destroyed during the detonation of the WMD. It might have been located where the live Mofang WMD is found in Maray.

## Documents found here

* War Room Document
* Box of Infinite Complexity code (Kaptar only)
Update 1.7.0

**Update 1.7.0** was an update released for *Obduction* on March 14, 2018. It updated the non-PS4 versions with content that was previously exclusive to the PS4 version.

## Official Notes

Obduction Update!

We’re constantly tweaking and fixing Obduction, but this update has a bit more than just tweaks and fixes. We’ve included a few extra places to explore -- places that fill in a bit more of the story. It’s a perfect time to play Obduction again, get a bit further, or maybe even try Obduction in VR. Make it home.

(And if you haven’t checked out what’s happening at Cyan lately, you might want to link on over to http://myst.com and http://firmamentgame.com )

Enjoy!

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/1673523905810268300
Vase

The **vase** is a backer reward item in *Obduction* that was put in the game for Diana McCabe. Diana is a professional 2D artist with no experience in 3D design, but she wanted to fully create her item for the game. Her choice of a vase was influenced by (1) her inexperience (the vase is symmetrical, making it easier to model), and (2) her real-world collection of cobalt blue glass. She was surprised to find her item was placed in a central location, and she enjoyed walking by it many times as she crisscrossed through the Tower. The vase is found in the Tower near the back door.

## References

1. ↑ Facebook message from Diana M. McCabe to TheFloydman.
North station

The North station
The **North station** is a location in the cell of Kaptar. Its role in *Obduction* is to make possible to entrance into the Temple interior.

## Description

The North station is an isolated rocky promontory that only has the cable car (*platform*) station at the opposite end from the docking station of the Temple. Before the Cell was swapped from the world of Kaptar, this promomntory must have been part of a bigger piece of rocky land, as both the presence of the station and the remains of an ancient temple must have had access from behind what has been cut by the swapping.

The only way to gain access to the North station is through the portal that is at the far end of the swing bridge of Kaptar, which is accessible only after the red beam of kaptar has been disabled.
Stretch screen

*This article has been developed to Start level. You can help Obduction Wiki by further improving it.*

The Entryway stretch screen

The Podding station screen
**Stretch screen** is a device of Villein technology that serves as a video monitor. One has been gifted to the humans in Hunrath, and five more are met in the cell of Maray.

## Description

Stretch screens are made of an orthogonal elastic material that is stretched wide and suspended by its two upper corners on round rods. Its two lower corners and a midpoint between them are attached to a device where various tubes and cables connect with its base. In the case of the one used in the railcart the suspension is by six points, three at either side, while at the bottom it is fixed at the activation button. Although the material of the screen is unevenly stretched, the image it produces is not distorted by the stretching. There are horizontal lines interfering with the display.

## In game uses

* The first stretch screen is seen integrated on the railcart where it is used as an aiming aid for the Mofang disabler.
* As soon as one passes through the Entryway of Maray a stretch screen, activated by proximity, keeps reproducing Farley's Maray greeting.
* Three more stretch screens are met in the large Villein buildings, that activated by proximity, display live communications with iMayor (a Mofang impostor). During the communications of iMayor, Villein symbols are seen spelling message codes at the lower part of the image. It might be thought that one of the Villein Remainers in Maray, is interfering with the communication, trying to pass a message to the player. Upon peer technical analysis, however, it proves that these codes are Easter eggs.
* A last stretch screen is met in the Sign-in area but it has fallen to the ground with part of the wall due to an armed standoff and is not functioning.

* The stretch screen used in the railcart Mofang disabler.
* The screen at the Entryway playing Farley's message.
* The iMayor trying to gain the player's help.
Sphere

*This article is a stub. You can help Obduction Wiki by expanding it.*

The stone sphere on the rotator

The wooden semispherical platform
The **Sphere** is a location in Hunrath neighboring the Tower, Bosque, and Trainyard. It was named so, because initialy, we find there a large stone sphere from Kaptar mounted on a rotator. Later in the game the stone sphere will be swapped by a wooden semispherical structure that contains a seed-swap device.

The stone sphere contains the Polyarch antechamber, which has one lower entrance that forms a T junction by ascending steps to the right and to the left to reach two corresponding openings in Kaptar. The wooden semisphere was built to swap with it, but it has only one wooden ladder that can reach the upper left opening in Kaptar. It was probably constructed so to protect the Hive.
Putt-putt boat

The **putt-putt boat** is a backer reward item in *Obduction* that was put in the game for Jose Cardoso, an Executive Backer. It is based on a popular steam/candle powered toy boat as seen in the Studio Ghibli film *Ponyo* and is found in Farley's vault.

* Reference photos Cyan used to create the putt-putt boat (provided by Jose Cardoso)
Waterfall kiosk recording

The **waterfall kiosk recording** can be played at the waterfall kiosk near the swing bridge. It was recorded by C.W. and features Mayor Jannsen explanations about the importance and nature of the river of Hunrath.

The Mayor's waterfall recording
## Transcript

[fanfare]

Part of our ecosystem here is our supply of water.

It is supplied as a natural process of the system itself, and we don't really understand how.

Although the entire system is very closely tied together.

The fact that one of the most important necessities of life has been provided to us has led many to believe that this place has a purpose.

Others attribute it to a complex, natural process which we one day hope to understand.

Either way, we are glad to have all the water we need.

[static]
Wood fish

The **wood fish** is a backer reward item in *Obduction* that was put in the game for Larry Brown, an Additional Design Backer who goes by the screenname Rex Havoc. It is found in the Garden, its posterior fins spinning in the wind. The reference object was created by Brown's brother, and Brown thought the object's uniqueness made it a perfect fit for *Obduction*.

## References

1. ↑ Facebook message from Larry Brown to TheFloydman.
Seed Information

***Seed Information*** is a document in *Obduction*. It is found inside Farley's Community Center and explains the different kinds of seeds in the game, including the unverified Mother Seeds.

The document at Farley's Community Center
## Contents

Ambassador Seeds

Ambassador Seeds were first documented about 150 Earth years ago. They occur about once every 400 days if the trees remain healthy. Natural seed swaps occur between pairs of seeds that (we now know) dropped simultaneously from healthy trees in paired sphere. When each seed was touched by species in sphere the swap occurred - sending an "ambassador" from each sphere to the paired sphere.

Location of the swap is defined by the locations of the pairs of seeds. After the first swap the seeds recharged quickly - allowing for a quick return. "First meetings" were intense but naturally short (it was quite a surprise for both the Mofang and us.) Over time the seeds required more time to recharge - producing longer visits between species.

Collector Seeds

Everyone who arrives is familiar with the Collector Seeds. The bright light that we were all drawn to right before the event that brought us here is a Collector Seed. What New Arrivers may not be aware of is that these seeds (like all seeds) come in pairs. When the Tree drops a Collector Seed on the ground it signals that its twin has begun its quest for a new being. That search may take hours or it may take years. When an appropriate situation (unnatural threat of death?) is found, the seed activates and swaps a smaller (but varying sized) sphere from Earth (or whatever appropriate home world) here to Hunrath.

As Hunrath became more populated we would watch for a newly dropped Collector Seed, collect it, and place it in the entry canyon area. This allowed us to provide a more predictable entry experience for new arrivers, and provide a single area to collect any resources that may have come along with the new arriver.

Unlike Ambassador Seeds (and Mother Seeds?), Collector Seeds do not seem to survive -- the inner core is spent, leaving only the lifeless outer husk.

Mother Seeds

(Postulated but unverified) First suggested by Alima Hamsa (2232BH), the notion of Mother Seeds extrapolates the behavior of the lesser seeds to a super-seed. She posited that the process that actually "created" the paired spheres was similar to all other swaps, but on a much grander scale.

The idea is that two seeds (from a Mother tree?) were scattered on the "galactic winds" to "find" appropriately similar environments. When matches were found, some process was triggered that swapped large portions of landscape between vastly different worlds. Alima further noted that the Trees' locations in the center of the spheres suggested that the Trees grew from these Mother seeds.

Because of the similarities, it has been conjectured that re-swapping the entire environmental spheres might be possible with a larger scale version of the Ambassador Seed machine.
Uzziel Regenbogen

**Uzziel Regenbogen** is one of the characters in *Obduction*. In March 1942, at the age of 26, he was abducted while hiding in the cellar of a vacant building in Lübeck, Germany during World War II. He arrived in Hunrath on 15,841 AH, about 3 1/2 years before the game begins.

## See Also

* Guestbook
* Maray manifest

## References

1. ↑ Guestbook
2. ↑ Mayor Janssen's journal
Speeches

**Speeches** in *Obduction* are vocal passages heard by the player in-person or via recording and may be accompanied by video.

*For an alphabetical list of speeches in* Obduction*, see Category:Speeches.*

## Kiosk Recordings

* Community center kiosk recording
* Downtown Hunrath kiosk recording
* Entry canyon kiosk recording
* Test kiosk recording
* Tree kiosk recording
* Waterfall kiosk recording

## C.W.'s Speeches

* C.W.'s power speeches
* C.W.'s red beam speeches
* C.W.'s initial tree speeches
* C.W.'s secondary tree speeches
* C.W.'s Bleeder speeches
* Ending speeches

## Farley's Speeches

* Farley's audio journal
* Farley's group recording
* Farley's Maray greeting
* Ending speeches
Update 1.8.3

**Update 1.8.3** was an update released for *Obduction* on October 2, 2019, followed by a minor patch on October 4, 2019.

## Improvements Made

October 2:

* Fixed fog and Cloud appearance
* Fixes for object manipulation
* Added controller bindings for VIVE Cosmos

October 4:

* Fixed being forced to teleport navigation in VR while in game.
* Fixed menu becoming unresponsive when switching between VR/2D.

## References

https://steamcommunity.com/games/306760/announcements/detail/1604895289734159094

https://steamcommunity.com/games/306760/announcements/detail/1604895289740505277
Submarine cave

The railcart clearing the cave entrance
The **Submarine Cave** is a location in Hunrath, whose entrance is right next to the Waterfall but is initially blocked by imager rocks.

## Description

Inside the Submarine cave
When the entrance to the cave is cleared, we enter a small mine which reaches an spherical area in which part of a Russian submarine was swapped by a Collector Seed. From the path of the mine the player can get on the deck of the submarine but no entrance to the interior is found. At the far end of the deck another path leads back to the entrance.

## In game role

The game can be completed without ever visiting this cave, although one would miss some unique information about C.W. found in his journal here.

## Documents found here

* C.W.'s journal
* Submarine Parts Salvage Log

## Trivia

Given the lore of Collector Seeds, it should be considered that one such seed entered the submarine, or reached its deck while a person was there, while its pairing seed was carried from the Tree of Hunrath here by a miner.
Sewing mannequin

The **sewing mannequin** is a Backer reward item in *Obduction* that was put in the game for Deidhre Wauchop. It is found in the sole explorable building in Downtown Hunrath next to the stool. Deidhre chose to design a mannequin because she had begun working with fabrics for her Etsy shop and wanted to submit an object that "might be ambiguous in regard to era/time, function and history of use."

## References

1. ↑ 29 September 2016 email from Deidhre Wauchop to TheFloydman
2. ↑ 5 October 2016 email from Deidhre Wauchop to TheFloydman
Widget:Iframe

Template:Widget
This widget allows you to add any page within an iframe tag to your site.

!!! Security Warning !!!

Including the page will not let that page steal the data on your site, hack into your user accounts and so on because it is protected by an iframe, but contents of the page will be displayed as part of the page on your site which can cause non-technical **security problems through social engineering**.

While the url is validated to be a valid url, there is no way the widget can check the contents of the page that is included. When enabling this widget, you allow any user that can edit to include any page, including malicious pages (containing trojans, backdoors, viruses etc), pages that brake out of the iframe and pages that look like your site, but actually is a copy used for phishing.

To insert this widget, use the following code:

```
{{#widget:Widget:Iframe
}}

```

## Parameters

* **url** - URL of page being inserted
* **width** - width of the iframe (default is 400)
* **height** - height of the iframe (default is 300)
* **border** - border width (default is 1)

## Sample result

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Template:Comments
Visit a Desolation

Previous part [Seed Swapping Mayhem]

## Walkthrough - Part 13

Follow the path down. You will find a lift.

First use the buttons to go up. You are on a balcony ovelooking a circular maze that can be rotated 90° at a time, clockwise or anticlockwise. The maze includes 4 rotatable parts and several paths fixed on the platform. Do not change its position yet. Instead make a mental note of it, keeping in mind that the piece directly under the balcony, a 90° turn, is soon going to swappped. At best take a picture of it using the space bar.

Use the buttons to go down two levels. There, you'll find a room with a very strange seed-swap device that looks a bit like GLaDOS from *Portal*. It will teleport you back to Hunrath, in the same cave as before. Go up the stairs, turn left and follow the path until you find a new door. Unlock the door and you will find yourself on the far side of the river! Hopefully, you have already turned the bridge so that you can walk along this side of the river (see Reactivating Ancient Gears), otherwise, you'll have to go all the way back and do that.

Follow the path into a cave whose entrance you have opened by destroying the blocking rocks with the railcart earlier (see Reactivating Ancient Gears).

This will lead to a new seed-swap device with a red core. Activate it to swap to Soria.

Follow the path in Soria to get to a fork in the path. Go left first. You'll find the Soria tree. Go in and activate the water flow like you did before.

Now the 'heart-to-heart' passage between the Soria tree and the Hunrath tree has opened, (and eventually between all the trees, after you have turned the water on at their Heart). Once you do that, go up the other path to take in the view of Earth (go right up to the edge) and get the *Raising Arizona* achievement.

Now go back to Hunrath using the seed-swap device that brought you to Soria. Go back to the mine entrance and follow the path all the way until you find a door you can unlock. It leads to the area you were in earlier with the bridge and three seed-swap devices. Do not go there.

Go back to the cave with the steps down to the maze piece of the Maray maze and use the seed-swap device that brought you here to get back to Maray.

Next part [Rotating the Labyrinth]
Rail map

*This article is a stub. You can help Obduction Wiki by expanding it.*

**Rail map** is a document found in the Tiki bar cave on a stool right next to the small crashed plane. It is a map that shows all the rails of Hunrath includeing the overhead rails of C.W.'s workshop. It also has circles that mark swap areas, both the ones that brought bigger spheres on Hunrath, like Farley's Community Center and the Trainyard as well as the location of see-swap devices and the area they swap.

The map also shows the location of wagons and other train parts, some of the buildings, and has two black circles indicating the Battery and the Water tower.
Remainers

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C.W., the sole human Remainer, in his vault
The **Remainers** were the members of each race (besides the Mofang) who stayed behind to enact the final plan against the Mofang in the Mofang War. They sat and waited in their War Rooms for the seed-swap device to activate, bringing a Mofang WMD through, so that they could immediately swap it back to Soria where it would detonate.

## The Remainers

* C.W. was the only human who stayed behind in Hunrath. His war room was on the western side of the river, along with a Soria seed-swap device.
* Polyarch Del stayed behind in Kaptar along with the Arai beetles. In the nearby War room, a single Arai beetle was ordered to hover over the scale to activate the swap-device when it would swapped and the WMD would get into Kaptar, an act that was carried out successfully and put an abrupt end to the Mofang war.
* Three Villein stayed behind in Maray: Trar (injured in standoff with IMayor), Aprar, and Orbar. Either Aprar or Orbar were shot and killed by the Mofang.

The Remainers and what they were supposed to do were revealed in the War Room Document.
Test kiosk recording/ru

**Тестовый киоск** находится в мастерской С. В.. Это Видео-киоск, записанный С.В., в котором Кэролайн Фарли нервничает перед камерой и уходит из кадра.

## Содержание

[Farley] This is awkward.
[C.W.] Why are you so nervous?
[C.W.] This is just a test.
[Farley] Okay, okay. Now what?
[Farley] Okay, that's enough.
[C.W.] Caroline, I swear, you are a natural.
[Farley] Where did you get these, anyway?
[Farley] Are the Mofang just givin' you stuff now?
[C.W.] They've been generous of late.
[C.W.] Not gonna look a gift horse in the mouth.
[Фарли] Так неудобно.
[С.В.] Ты чего так нервничаешь?
[С.В.] Это же всего лишь тест.
[Фарли] Ладно, ладно, что теперь?
[Фарли] Ну все, с меня достаточно.
[С.В.] Кэролайн, клянусь, ты смотришься естественно!
[Фарли] В любом случае, откуда ты это раздобыл?
[Фарли] Мофанги подарили?
[С.В.] Последнее время они были щедры,
[С.В.] так что не стоит смотреть дареному коню в зубы.

## Примечания

* После Патча 2, С.В. произносит в адрес Фарли слово "дурочка" (англ. "silly girl") в конце в конце своей второй реплики. Фраза не была добавлена в субтитры.
War Room document

The **War Room document** is a document found in both War Rooms in *Obduction*. They outline the plan that Farley devised to send the Mofang WMDs back to Soria.

The War Room document
## Transcript

PLEASE read thoroughly. We MUST have every detail in place—our lives (and our species) depend on this being executed perfectly.

The locations and times in this document are based on the information leaked by Rookoh and Chavar. Our lives depend on the accuracy of the information we received from them.

Remainers:

# Arai, one Polyarch (Kaptar)

Prep:

Day 17143AH:Hour 12 - Begin Chambering

# Beginning of Day 17148AH - Rookoh and Chavar arrive? - Chambered by Trar

Beginning of Day 17148AH - Trar on guard of Chamber

Trigger Time: Day 17148AH, Hour 5, Minute 33 (could vary by plus or minus 4 minutes)

Trigger Locations: As prescribed. (All location should have small error allowance. Maray has largest margin of error potential - BE ALERT)

Trigger Task: Trigger re-swap IMMEDIATELY after swap. Any delay increases the risk of detonation in a home sphere and the risk of a Remainer being disabled in Mofang.

Communication: Farley - I'll insure that ALL Remainers (or in the case of Kaptar - the remaining Polyarch) receive and understand this document.
Robert Hartnell

**Robert Hartnell** is a character in *Obduction*. He is most likely the grandson of John Hartnell, Sr., founder of Hartnell, and died after the town was swapped away from Earth. He was buried in the Cemetery. Later, John Farley, the 3rd Mayor of Hunrath, was also buried in the same grave.

The Hartnell Letter was most likely written by him.
Waterfall

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The Waterfall before opening the floodgate

The Waterfall after opening the floodgate
The **Waterfall** is one of the locations within Hunrath. In the beginning of the game, the rocks are damp, but there is no water flowing because the water flow has been redirected to turbines near C.W.'s workshop. One of the first tasks the player completes is returning the water flow back to the waterfall, earning the *Let it Flow* achievement. Once this is done, it cannot be reversed during the rest of the game.

## The waterfall area

Apart from the waterfall itself, the area includes the lift and its mechanism, the way up to the waterfall, the path meeting the wall cell and the source of the river, where water can be seen springing up from among some rocks and the floodgate with the lever that raises it.

## Trivia

The place where the water is seen springing from among some rocks is diametrically opposite to the point of the lake, behind the Bleeder, where the water is seen moving towards.
Test kiosk recording

The **test kiosk recording** can be played at the test kiosk inside C.W.'s workshop. It was recorded by C.W. and features Farley, who gets flustered and walks off-camera.

Caroline Farley recorded by C.W.
## Transcript

[C.W.] Alright, now move around just a bit.

[Farley] This is awkward.

[C.W.] Why are you so nervous?

[C.W.] This is just a test.

[Farley] Okay, okay. Now what?

[Farley] Okay, that's enough.

[C.W.] Caroline, I swear, you are a natural.

[Farley] Where did you get these, anyway?

[Farley] Are the Mofang just givin' you stuff now?

[C.W.] They've been generous of late.

[C.W.] Not gonna look a gift horse in the mouth.

## Trivia

* Until Patch 2, C.W. called Farley a "silly girl" at the end of his second line. The phrase was not included in the subtitles.
Tower

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The Tower seen from the Wall
The **Tower** is one of the locations in Hunrath. Its various levels are connected by an elevator.

## Description

From the front and the rear parts of Hunrath, the Tower looks like a streamliner train set upright on top of the rocks of the Wall. By crossing over the river, along the East corridor of the Wall towards the Tower, we see that it is indeed made out of the carcass of an aerodynamic train. When the elevator is enabled, we gain access to three more levels inside. During the Lockdown phase of the Mofang War, both the upper and the lower entrances to the Tower have been blocked and require codes to be enabled.

## The levels of the Tower

* The first floor is occupied by the Mayor's office.\* It is initially accessible from the West corridor of the Wall, by entering a code in the panel of a green door (see Tower entry puzzle#).
* The Tower basement\* houses the Mayor's bedroom as well as a passage to the control that opens the gate blocking access to the Tree.
* One level over the Mayor's office is the access to the East corridor along of the Wall. Initially, this is where the elevator is activated from (see Tower elevator puzzle#).
* The Tower overlook offers a survey view over most of Hunrath and has a monitoring console showing the 'health' level of the Tree of each Cell.

\* See main articles for all the Documents and Backer reward items found in each.   # Spoiler warning!

* The top floor observation post
* The Mayor's office
* The Mayor's living quarters
Soundtrack

The **Soundtrack** of Obduction is available on GOG and on Steam:

https://www.gog.com/en/game/obduction\_soundtrack

https://store.steampowered.com/app/520871/Obduction\_\_Original\_Sound\_Track/

It can also be streamed on Bandcamp, YouTube, Amazon, Apple music, and other places:

https://robynmiller.bandcamp.com/album/obduction-original-game-soundtrack

https://www.youtube.com/playlist?list=OLAK5uy\_m\_lL9g0RymuImVJ7\_wXjtd0gJoD-IcGBY

https://www.amazon.com/Obduction-Original-Soundtrack-Robyn-Miller/dp/B01LDULYX2

https://music.apple.com/ar/album/obduction-original-soundtrack/1148568097

Here is a list of articles about the pieces of the album on this wiki:

1. Not Worth the Wistful Sentimentality of this Moment
2. The Rabbit Hole
3. Welcome Music
4. A Man Who Grossly Overvalues His Own Importance
5. Caroline Farley
6. Completing Your Task
7. Politics as Usual
8. The Space Between Worlds I
9. Alone at this Point
10. Mutated Clockwork
11. Machine Step
12. Hive
13. History Lesson
14. Iron Altitude High
15. From the Innocent Earth
16. Stepping Over Bones
17. W.M.D.
18. Always Ignore the Damage You've Done
19. Who Will Stand at Our Graves?
20. The Space Between Worlds II
21. Village Noise
22. Caroline Farley Reprise
23. Big Fish
24. Adrenaline Junky
25. You Paid for this View
26. You Lost, Bitch
27. Diaspora
28. Post Game Tristesse
Obduction

***Obduction*** is a first-person adventure game developed and published by Cyan, Inc., the creators of the *Myst* series of video games. It is a puzzle-solving game with a strong dependency on environmental storytelling. The player-character, meant to represent the player themselves, is abducted by a strange flying "seed" to a deserted settlement and must explore and puzzle-solve to discover what has become of the inhabitants and why they were abducted in the first place.

*Obduction* is currently on version 1.8.4.1 and it is available on Xbox. The Steam version also includes a number of Achievements. It runs on Windows (7, 8, 10, 11) and Mac OS X (10.12.4+)

*Obduction* was released on 24 August 2016 for PC, almost three years after a successful Kickstarter campaign raised over $1.3 million from over 22,000 people. Backers were granted early access to an unpolished Mac build at the same time as the PC release. An Oculus Rift version was published exclusively for Kickstarter backers on 28 October 2016, and *Obduction* became available in the Oculus Store three days later on the nineteenth anniversary of the release of *Riven*. Support for Oculus Touch and Vive was added on 22 March 2017. A finished Mac version was completed on 29 March 2017. Development continues on a PS4 version as well as support for PSVR. The game is also playable on the Valve Index through STEAM.

## Features

* Build every element of the experience to make you, the player, feel like this virtual world has become your world.
* The interface should be intuitive and transparent.
* The story should be revealed through exploration and not necessarily shoveled out in cinematic form.
* The puzzles should range from easy to difficult, but even the toughest puzzles should be designed so that you know that all the pieces to solve it are there in front of you.
* The sound and music should be balanced; they should add emotion but not become distracting or annoying.

## External links

* Official site
* Steam
* Subreddit
* Obduction in the VR wiki
Villein video ciphers

The **Villein video ciphers** are Easter eggs in *Obduction*. They are non-canonical messages hidden in the live video feeds initiated by the Mofang masquerading as Mayor Janssen.

## Methodology

The messages are encoded using an ASCII shift cipher, and each one is comprised of consecutive Villein control panel configurations that represent discrete whole numbers. When converted to decimal, each number is a multiple of 10. After dividing by 10, one should subtract 96 from each number, adding 128 if the value drops below 0. The resulting values are ASCII character codes, and converting each number to its corresponding ASCII character reveals a message.

Stated another way, each cipher was created by starting with a message, converting each character to its corresponding ASCII code, adding 96 and subtracting 128 if the resulting value was over 127, multiplying by 10, and converting that number to a Villein control panel configuration.

## Deciphered Text

Each message section below is named after the video file from *Obduction*'s assets.

### IM\_EX1

 **Notes**
 **Explanation**
A message sent from NASA to Mark Watney using ASCII character codes in *The Martian*.

### IM\_EX3

 **Notes**
 **Explanation**
Ovaltine was one of the sponsors of the radio show. This was also referenced in the 1983 film A Christmas Story.

### IM\_HU1

 **Explanation**
From the novel *Pebble in the Sky* by Isaac Asimov.

### IM\_HU2 Upper

 **Notes**
 **Explanation**
From the Robert Zubrin book *Entering Space: Creating a Spacefaring Civilization.*

### IM\_HU2 Lower

 **Explanation**
From the well-known introduction to video game *Myst*. 9422 is likely a D'ni hahr, which took place in the years 1766-1767 C.E. This lines up with the timeline of the *Myst* universe approximately when Atrus would have fled Riven with Katran.

### IM\_HU3 Upper

 **Explanation**
A tongue-in-cheek message referring to the Villein control panels.

### IM\_HU3 Lower

 **Notes**
 **Explanation**
*Serenity* is a follow-up to the *Firefly* television series.

### IM\_HU4 Upper

 **Notes**
 **Explanation**
From the 1999 film *Galaxy Quest*.

### IM\_HU4 Lower

 **Notes**
Missing a **2** at the end, 1992 being the year the novel *Mostly Harmless* by Douglas Adams was published.

### IM\_Intro First

 **Notes**
 **Explanation**
A message from the developers of *Obduction* regarding deciphering these messages.

### IM\_Intro Second

 **Notes**
 **Explanation**
From the 2004 television series *Battlestar Galactica.*

### IM\_Intro Third

 **Notes**
 **Explanation**
From a 1995 speech by author Ray Bradbury to the National School Boards Association.

### IM\_Intro Fourth

 **Notes**
 **Explanation**
From an interview with Stephen Hawking by The Telegraph.
Scissors

The **scissors** are a backer reward item in *Obduction* that were put in the game for an unknown Kickstarter backer. They have been customized with the initials "J" and "M", along with the symbols "♀" and "♂", respectively, indicating that "J" is female and "M" is male. They are found in Farley's vault.
Myst linking book

The ***Myst* linking book** is a backer reward item in *Obduction* that was put in the game for Mike Ando. It is found in Farley's vault and is a replica of the linking book seen in the video game *Myst*. Clicking on the book will open the back cover, revealing the equipment necessary to play an actual copy of *Myst* on the book's interior touchscreen.

* Photos of the actual book (provided by RIUM+)
Villein bridge

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Villein bridge disabled
**Villein bridges** are met in the Cell of Maray. They can be enabled or disabled using a Villein control panel situated at one end of the bridge. When disabled, the only parts seen are the antigrav devices that hold the bridge in place.

The bridge can be materialized in various degrees depending on how the control panel is configured. There are five segments that constitue a bridge. If a configuration is entered that makes them all transitable, the bridge has been enabled. There are two ways to materialize a transitable segment, one that looks like a fluid crystaline form and one that is also interlaced by a more solid looking material.

There is also a non-transitable configuration that only materializes what looks like the support beams of the segments, but could also be the means by which the substrate material is channeled into the form of the materializing segments.