recursal/Fanatic-Fandom huggingface dataset:
Ambient membrane power

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The Bleeder connected to the cell membrane
at a moment of dissipating part of its power
**Ambient membrane power**, or more fully the "ubiquitous ambient membrane power radiation" is the energy that pervades all cells and is tied to the health and maturation of the Trees. The term seems to have been coined by C.W. and is found in a document titled "Ambassador Seed" Swap Machine Functionality. Evidently, it can be amplified with the use of a battery, and is used in seed-swap devices, and the charging of the battery of Hunrath. The Bleeder dissipates an amount of it in the water of the lake, regulating the maturation process of the Trees of all the cells.

The Villein seem to be adepts in harnessing this power. According to the Bleeder description document, they have provided the extruded cables that connect the dome membrane of Hunrath to the Bleeder. Also in Maray we find devices that show intensive use of the ambient energy to keep rails, bridges, and even whole buildings, suspended in mid-air. We could even conjecture that they have managed to mould bridge elements out of it. The only document that might support this conjecture is the Species Description, where it is stated that *They had the ability to quickly transform their world using extruded structures based on some form of complex miniature substrate material.*
LostBoy poster

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The LostBoy poster
The **LostBoy poster** is an Easter egg about Ryan Clarke, a self-described "hacker" who goes by 1o57 and creates very hard puzzles. This poster is found inside the one wagon at the Trainyard which can be entered by means of a wooden ramp.
Cemetery

The Hartnell graves in the cemetery
The **Cemetery** is a location in Hunrath near Farley's Community Center. It was used by the inhabitants of Hartnell for many years before the town was swapped to Soria. After the swap, the graves were reused multiple times, and boards were placed on the existing gravestones to identify the most recent additions.

## Description

The cemetery is situated on a hill with its top bordering the cell wall. It has graves on two levels. On the upper level are the graves of John, Sr. and Mary Hartnell with their back on a rock, facing five more graves, three of which are of the three first Mayors of Hunrath, while the grave of the fourth one is on the lower level. On the lower level are six graves.

## Trivia

* Until version 1.3.3, there were two identical gravestones in the Cemetery for Daniel Hartnell. One of the gravestones was updated to be knocked over.
Mineshaft

A section of the mineshaft
The **Mineshaft** is a location in Hunrath. It is intricately tied to the Gauntlet puzzles in Maray. During the Mofang War it was mined in conjuction with the Gauntlet domes and the Gauntlet maze, so as to create a bilateral zone that would slow down a massive Mofang invasion in Maray, where everyone would be taking refuge in the Silo. Mayor Janssen, who was overlooking the process of protecting the Hunrath inhabitants, was informed that: *...tunneling is almost complete ...the Villeins just completed their construction...*

## Description

The entrance of the mineshaft is seen from early on in the game and can even be reached across the swing bridge (at its initial position), but its door is blocked from the inside. As the game evolves, entrance is gained from deeper in the shaft from a dome of the Gauntlet and it becomes obvious that this shaft was excavated to correspond step by step with the lower two domes of the Gauntlet, even with the bridges that separate them. When the Gauntlet maze is reached, we also find out that a bigger cave with a rotator has been formed in the mineshaft to rotate pieces of the maze.

## References

1. ↑ Mayor Janssen's journal17125AH - Preparations update -- Farley says that tunneling is almost complete. Tham informs us that the Villeins just completed their construction and have started testing.
Entry canyon kiosk recording

The **Entry canyon kiosk recording** can be played at the Entry Canyon Kiosk upon arriving to Hunrath. It was recorded by C.W. and features Mayor Jannsen welcoming New Arrivers to Hunrath and urging them to proceed to Farley's Community Center.

Mayor Jannsen's
Entry Canyon recording
## Transcript

[fanfare]

Hello!

Bonjour!

Ciao!

Hola!

Hallo!

Shorah!

Nǐ hǎo!

Welcome to Hunrath.

My name is Josef.

I am the mayor here.

You are most probably a bit confused and disoriented, but let me reassure you everything will be fine.

You're not the first to go through this experience.

The others who have come before you will help you adjust.

Follow the trail to the house with the white picket fence.

Farley will meet you there and introduce you to your new life here.

[static]

## Trivia

* "Shorah" is a reference to Cyan's *Myst* universe and is the D'ni word for "peace" that functions as both a greeting and a farewell.
* The languages represented in the greeting are English, French, Italian, Spanish, German, D'ni, and Chinese.
Damaged toy robot

The **damaged toy robot** is a backer reward item in *Obduction* that was put in the game for Kickstarter backer Alex Willisson in homage to the character Gir from *Invader Zim*. It is a two-fingered toy robot that is holding its own stuffed toy and is found in Farley's vault. Its left arm has been broken off and lies next to it on the shelf.
Hartnell

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Two buildings marked with the name of Hartnell
**Hartnell** was the name of the original mining town of the Arizona Territory that got swapped to Soria on the night of June 27th, 1903. It is also the family name of its founder, John Hartnell, Sr. His family name can also be seen in various graves of the Cemetery. Two of the downtown buildings are also marked with the name. One of them, the Hartnell Mercantile, used to be the general store, and the other most probably served as the headquarters of the Hartnell Mining company.
Moula Cola

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Moula Cola cool box
An ice chest full of **Moula Cola** is located inside the Gas Station in *Obduction*. The name of the cola is an Easter egg, as "Moula" refers to *Myst Online: Uru Live Again* (also *MO:ULagain*), the current multiplayer manifestation of Cyan's *Uru* video game.
Hunrath

Hunrath map seen in Farley's Community Center
**Hunrath** is the Human settlement in *Obduction*. The town there was originally called Hartnell, after John Hartnell, Sr. and it was a mining town. It was swapped out of Arizona on the night of the 27th of June, 1903, along with its buildings, graveyard, rails, and mining equipment. It was placed on Soria, while the Soria cell was placed on Earth precisely where Hartnell had been.

The stone wall in the middle of Hunrath was built over the years to divide and protect Hunrath, as well as protecting access to the Tower.

## Appearance

The Hunrath cell is mostly desert, as it came from Arizona, with lots of sand and sandstone. There is a small forest next to the river on the other side of the wall.

The world outside the cell dome is Soria. It has a lot of purple rocks and dotted blue spheres, along with some floating rocks in the distance.

## Hunrath locations

### The Front Side

* Arai compound‏‎
* Cemetery
* C.W.'s compound
* C.W.'s vault
* C.W.'s workshop
* Downtown Hunrath
* Entry Canyon
* Farley's Community Center
* Garden
* Submarine cave
* Tiki bar cave
* Waterfall

### The Back Side

* Bleeder
* Bosque
* Gas station
* Mineshaft
* Plateau
* Scrapyard
* Sphere
* Supply yard
* Trainyard
* War Room

### Along The Wall

* Farley's vault
* Mayor's office
* Tower
* Tower basement
* Tower overlook
* Tree
* Wall

## Swapped spheres in Hunrath

Apart from spheres swapped to and fro with the use of seed-swap devices, there are six swapped areas that came to Hunrath from Earth by the swapping action of Collector Seeds.

* The part of a house and garden that constitute Farley's Community Center.
* The Trainyard, including the front part of the train station.
* The Gas station including its garage and an area with a traffic sign and a telephone booth.
* The (variable) sphere of New Arrivers in the cave of the Entry Canyon.
* The sphere containing part of a Russian submarine in the Submarine cave.
* The spherical area in the Tiki bar cave containing the crashed plane.
C.W.'s vault

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The exterior of C.W.'s Vault
**C.W.'s vault** is part of C.W.'s compound. It is where C.W. spends most of the game. He retreated to it as nobody was returning to Hunrath after the Mofang War. The player interacts with C.W. almost exclusively in this location through the vault's window. C.W. leaves his vault multiple times during the course of the game, but the player never sees him outside it until the last scene.

## Speeches heard here

* 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
C.W.'s red beam speeches

**C.W.'s red beam speeches** are given to the player by C.W. through the window of his vault after turning the power on but before disabling the red beam. Each time the player rings for C.W. before the red beam is disabled, he gives a follow-up speech. Once they have all been heard, C.W. no longer answers the doorbell.

## Transcript

*This transcript is taken directly from* Obduction's *subtitle files.*

### Main Speech

Well, well, power's on.

Did ya come back for a medal?

Sorry, I don't mean to neglect my manners.

My name is Cecil.

Most 'round here call me "C.W."

Least they did...

I suppose you've gotta move on, but...

All right, well...

If ya ain't assessed already,

we're all livin' within a large cell...

this dome...

wall...

karffin' prison, more like it.

Whatever it is. Hems us in.

[ sighs ]

If it ain't occurred to you already, it serves us both for you to get through the wall of this place.

And I locked up the wall with that Mofang device.

That, uh, red beam up yonder.

Gotta make this work and get home.

Scarlett...

Scarlett was seven.

Lord...

[ sighs ]

I wonder...

That red beam.

### Follow-up #1

We ain't makin' further progress 'til you disable that red Mofang beam.

You're gonna have to get through the wall of this cell.

### Follow-up #2

The red beam, ya damn fool.

Shoot the red beam device.

### Follow-up #3

You gonna have to get through the wall of this dome.

### Follow-up #4

Lord...

[sighs]

Get through the dome!
Law office ad

The **law office ad** is a document in *Obduction* that is found at the Gas station. On the front is an advertisement that was placed in the periodical *The Global Adventurist* on 26 July 1988. It serves as a clue that numbers on a standard telephone dial can be represented as letters (2=A/B/C, 3=D/E/F, etc.), helping the player translate a license plate number into the access code to restore power to the Tower.

The paper may be turned over, revealing an Easter egg: an advertisement for *The Manhole*, the first game developed by Cyan (Prolog at the time).

The front side of the ad

The back side of the ad
## Front Contents

*The Global Adventurist*

*July 26th, 1988*

**ARE YOU IN TROUBLE?**

**NEED HELP?**

**CALL 1-555-HELPYOU! (435-7968)**

**WE CAN HELP!**

**KENWAY, BILHEM & BALE LAW OFFICES**

*Free Consultation*

Auto Accidents ♦ Slips and Falls ♦ All Other Injuries

## Back Contents

Published by Activision

Developed by Prolog

**the Manhole**

*A whimsical world where*

*every character comes alive*

*and every new hallway*

*leads to another wild dream*

*let the child in your home,*

*or the child in your heart,*

*become the main character*

*in an imaginative journey*

**OUT NOW!**

*C8*

*The Global Adventurist*

*July 26th, 1988*
Box of Infinite Complexity code

The **Box of Infinite Complexity code** is a randomly-generated 20-digit number that is written on a scrap of paper in the War Room in Kaptar. It can be entered into the Box of Infinite Complexity in Crankshaft cavern to unhook the box from the retractable stairway. If the box is in the air when the code is entered, it will fall to the ground, granting the *Sweet Revenge* achievement.

An example of random code

The fallen box
Maray Bridge Panel Configurations

The bridge system in Maray can be configured using the control panels beside each bridge. There are 5 segments in each bridge and the number you select in the control panel determines the degree or style of materialization each segmant of the bridge will have.

## Option 1: Only Support Beams

If you only want to see the support beams, then you would need to enter in the value of 11111 in base 4 (or 341 in base 10).

* The value of 341 in the control panel.
* What the value of 341 looks like on the bridge.

## Option 2: Blue Bridge

If you want to see a blue bridge, then you would need to enter in the value of 22222 in base 4 (or 682 in base 10).

* The value of 682 in the control panel.
* What the value of 682 looks like on the bridge.

## Option 3: Blue Bridge with stone siding

If you want to see a blue bridge with stone siding, then you would need to enter in the value of 33333 in base 4 (or 1023 in base 10).

* The value of 1023 in the control panel.
* What the value of 1023 looks like on the bridge.

## Option 4: A combination of options 2 and 3

The value of 750 in the control panel
You can customize the bridge to look however you'd like as long as the values are either 2 or 3 for each of the digits. For example, 23232 in base 4 (or 750 in base 10). You could include the values 1 or 0, but then you couldn't cross the bridge as some segments will only have support beams or will simply be missing. The panel, however, will not let you create a bridge segment in mid-air (00300 = 48). It will auto-correct to a configuration with support beams connecting it to the near end (11300 = 368).
Alima Hamsa

**Alima Hamsa** is a character in *Obduction*. On 2232 BH, about 53 years before the player arrives, Alima speculated on the nature of the swap that switched Hunrath and Soria. She assumed that the Cells were swapped by a pair of seeds that eventually grew into their respective Trees. As she is never encountered in-game, it is likely she died before *Obduction* takes place.
Kaptar (Cell)

A rough map of Kaptar
The **Kaptar cell** is the Arai settlement within the world of *Obduction*. The Cell was first reached by the humans of Hunrath through the Heart passage. Lőrinc Tòth was the first to go there and named both the new world and the inhabitants.

## Appearance

Kaptar is a rocky world with many crevices and cliffs. It is filled with large metal machines and ruins of buildings carved out of rock. There is a lot of fog and clouds floating past the crevices. Its windy paths and the similarity of the whereabouts make it easy to lose one's orientation. The world of Maray can be seen through parts of the wall of this Cell.

The only surviving species is the Arai, who have survived all other species that came and went on the world of Kaptar, whose relics are all the temples and machines we find in this cell.

## Locations

* Crankshaft cavern
* Heart
* Hive
* North station
* Polyarch antechamber
* Swing bridge
* Temple
* Temple interior
* Tree
* War Room
* West side

## Swapped spheres in Kaptar

Apart from spheres swapped to and fro with the use of seed-swap devices, there are three spherical areas that have been swapped by Collector Seeds from the world of Kaptar to this Cell after it was swapped to the world of Maray.

* A golden sphere with relics of a temple is crossed on the way from the swing bridge to the Temple.
* A blue sphere also with relics of a temple is seen across the crevice on the way up from the Temple to the Crankshaft cavern. It is better seen from the West side.
* A turquoise sphere with a pond of water and a few carved relics is crossed on the way from the Temple interior to the path with the cetacean-like creature skeletons.

* The golden sphere on the way to the Temple
* The blue sphere as seen from the West side
* The turquoise sphere at the start of the East path

## Relics of Kaptar

In this Cell are found relics of three civilization eras of the world of Kaptar. There are cave paintings from the species that later built the Temples and there are the machines of the species that took over their world.

* Cave paintings by past species of Kaptar
* The Temple of the West side
* The cable platform at the Temple docking station

## Trivia

* Kaptar was called "Chain" during development.
* The Hungarian word "kaptár" translates to "hive" in English.
Brother poem

The **brother poem** is a backer reward item in *Obduction* that was put in the game for an unknown Kickstarter backer. It is found on the wall of Farley's Community Center and consists of a photo of a brother and sister and a poem framed together. The poem reads:

My Brother

Small and Nice

Sings Constantly

As Noisy As

a Rock Concert

If Only He Would

Be Quiet
Josef Pieter Janssen/ru

**Йозеф Питер Янссен**, или, как называют его жители Хунрата, **Мэр Янссен**, один из персонажей *Obduction*.

## Общая информация

Йозеф стал главой Хунрата после недолгого пребывания у власти Кэролайн Фарли. Ему принадлежит инициатива использования проектора твердых тел Мофангов в качестве информационных киосков, чтобы посредством сообщений, записанных в них, ознакомлять новоприбывших с городом и его особенностями. Также Янссен один из первых людей, отправленных в Шахту. Впоследствии Мофанг принимает облик мэра с целью обмануть Виллейнов, однако Трар успевает остановить его.

Роль Йозефа исполнил Патрик Трэдуэй.
Ground Zero

Ground Zero with the Tree on the left
**Ground Zero** is a location in Soria where the Mofang WMD exploded after being swapped back by the Arai in Kaptar. The blast caused the Soria cell to look so much more desolate and different from what you see outside Hunrath. The blast also burned half of the Tree, but luckily the other half survived.
Cell wall portal

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The cell wall west of Farley's back door
**Cell wall portal** is a term used often in this wiki to indicate the passage through the *cell wall* or *dome* (if not disabled by a red beam) to the diametrically opposite point of the Cell. Exiting at point A means entering at diametrically opposite point B. The center of symmetry is the Tree of each Cell at ground level. If point A is 10 feet above the ground, point B will be 10 feet below ground. But *portals* (i.e. *ways through*) exist only where passage finds a path at the opposite end. The term *portal* however is not used in any document or speech found in the game.

## Usage in documents found

* The term *cell wall* is used as synonymous of *dome* by Caroline Farley in her journal.
* The term *dome* is used by C.W. in his Lockdown List, and in his Bleeder description.
* The term *cell wall* is also used by C.W. in his Mofang Solid Volume Projector notes.
* Mayor Janssen, in his request to C.W. for installing Imagers uses the term *Membrane* which C.W. seems to be unsure of what exactly the Mayor means, as for C.W. *membrane* is all of the inner surface of the dome.

## References

1. ↑  Farley's journal, 16,333 AH - I wandered to the dome (as I often do) and looked out at the undulating Sorian weirdness beyond the cell wall.
2. ↑ Lockdown List, item 13 - \* activate the dome disabler.
3. ↑ Bleeder description, page 2 - ... cables that attached directly to the dome membrane.
4. ↑ Mofang Solid Volume Projector, note 7 - Odd side effect - projection intersecting any part of cell wall suppresses all transport.
5. ↑ Mayor's Imager Requests, item 6 - \_ \_ Membrane (wall, cell, ??)
Additional power puzzle

The **additional power puzzle** is a puzzle in *Obduction* that sends electricity to areas not already powered by the power generator puzzle.

## Prerequisites

The fourth railcart objective (whereby the fake pile of rocks in the Arai compound is destroyed) must be completed first. It grants access to the Supply yard and the interior of the Gas station, letting the player use the cash register, a vital part of the Tower entry puzzle. It consists of two main parts.

## Scrapyard

The backhoe shovel lift
Passing through the cell wall portal of the Arai compound, you gain access into the interior of the Scrapyard (aka Junkyard, i.e. the upper collection of junk). Explore the area. at the furthest end to the left you will find that a ramp has to be lowered from another level to reach it. Finally find the yellowish orange backhoe shovel lift on the side facing the river. Go up to it, step inside the shovel and push the button to descend into the Supply yard.

## Supply Yard

The power box
Step off the shovel, walk down to the ground, turn left, and walk forward until you encounter a humming power box on your right. Open the box, and move the left switch up. Power is now restored to the Garage and Downtown Hunrath.

After exploringing the outside area, go inside the Gas station. Here you will find that the blue light you had seen from outside is a Villeing control panel with a modified cash register which translates decimal numbers into Villein patterns. Explore the station and the garage and hit the switch to open the garage door. This action facilitates access to this whole area from the outside.
HintThrough

WORK IN PROGRESS, feel free to contribute

 Found C.W. and listen what you need to do

but the waterfall is empty, is something blocking up there?

check the boards, and check the locking mechanism above

and you should found a train generator

check the settings, and follow the fuel pipe.

Be patient, start it slowly.

 Fill the fuel tank
Prime and Start the generator

You will find a crude map of Hunrath's power routing

 If you saw the map recently, you know the power here is back.
Buttons unresponsive previously should be working now.

 The cart cannot power both the beam and the engine together,
there is a lever to toggle between them.

 C.W.'s lockdown list, which are things you need to undo to escape.

shoot the red beam emitter and any other projections(red particles)
C.W.'s Community Center letter

**C.W.'s Community Center letter** is a document in *Obduction*. It is found in the mailbox outside of Farley's Community Center and was typed by C.W.

C.W.'s Community Center letter
## Contents

To Caroline (or whomever else might come back),

It has been five days, and not a soul has returned. I am inclined to believe that things have not gone well.

Yet, surprisingly, I am still alive, and that both supremely perplexes me, and gives me some portion of hope. I have retreated to my vault for protection and to contemplate my options.

C.W.
Battery

C.W.'s battery as seen from
across Downtown Hunrath

The **battery** is a large device which, early on in the game, C.W. asks the player to connect. It is located right next to C.W.'s workshop. A train bridge passes in front of it and leads to the central big Tree of Hunrath. On the side of the bridge tracks, we see heavy cable connectors of the same kind as the ones coming out of the battery. In Farley's journal, found much later in the game, Caroline Farley expresses her intention to sway C.W. from his "battery" plan.

## Description

The connector and other wires
and tubes under the battery
The structure looks like a big blue metal water reservoir on top of an equally big Tesla coil, with massive cables and tubes protruding from underneath, where also a casing houses the main connector of the battery. The whole device is mounted on a metal platform with a walkway around it, all of which is set on metal supports anchored in the rocks below. Around the device are connected three Villein technology parts with tubes connecting underneath the platform.

## Operation

Inside the connector casing we find the Battery/Capacitor Log, a document which indicates that the battery is a rechargeable one. We learn that it charges via focal panels absorbing *'the power generated by the maturation of the Trees'* (see Bleeder). After charging the battery, this power was passed to the Bleeder which controls and dissipates it. It is also evident from the document that C.W. had to replace the connector with a safer one due to some "critter" interference.

## Endgame role

The battery plays a significant role in the final part of the game. More about this can be found in the Walkthrough pt.21 (spoiler warning).
Mayor's office

Mayor's office with view to the sitting room

Mayor's headquarters and the elevator
The **Mayor's office** is a location inside the Tower of Hunrath. When the player gains access to it, a lot of documents about the history of Hunrath and the Mofang War as well as other useful clues and unique items start coming to light. Also from the office one can get a glimpse of locations still to gain access to, like the Tower basement, and the upper level(s) of an elevator that is not in operation yet. The office looks like the last Mayor, Josef Pieter Janssen, had tried to create an image of officiality around him.

## Description

The player gains access to the tower office through a green door along the Wall by entering a code at the entrace panel. Inside, is a room among and under the rocks of the wall which are kept from falling by strong metal H-beams and enclosings of metal plates. It is illuminated by electric lanterns hanging from the beams and also through holes in the roof where the daylight enters. The floor is mostly made of planks and boards over a wooden support frame. It looks like visitors should have to watch their step on this floor, though luckily it doesn't pose any problem to the player. There is a table with two chairs and plenty of election materials, barrel drums, concrete blocks, and a lower level sitting room with a sofa, an armchair and a makeshift coffe table.

Mayor Janssen's desk
Most importantly, there is the Mayor's desk with three flags (U.S.A., Poland(?), Japan) and insignia arrayed behind his chair. On the desk there are two compasses, a vehicle registration plate and a notebook. A bookcase in an alcove behind the desk has several books and other ornaments.

Parts of trains are also very noticeable all around. The door towards the Sphere is a train door, the wall to the left facing the desk is made of the underside of a locomotive (close observation shows that it is not part of the elevator or any other evident mechanism), and many of the metal plates forming the walls look like they come from wagon walls. Also looking up the elevator shaft we see that most of the upper part of the tower is made out of a train carcass.

## Puzzles found here

* Clues for solving the Tower elevator puzzle are found on the desk.

## Documents found here

* Bleeder description (pages 1 & 2)
* Mayor Janssen's journal
* Mofang WMD warning (also found in other places)
* List of mayors (posted on the wall)

## Backer Reward Items found here

* Antlered head bust
* Circular backboard
* Color-changing statuette
* Gear compass
* Doorstop
* Model airplane
* Swirled paperweight
* Vase
* Wheel statue
* Wow! award

## Trivia

* Looking upwards from inside the elevator shows that the Tower is made out of a train carcass.
Hunrath timekeeping

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

A timeline of Mayors of Hunrath
**Hunrath timekeeping** refers to the date and time system used by the inhabitants of Hunrath.

While events back on Earth are referenced using the Anno Domini dating system, events in Hunrath or its connected cells are dated using the terms "BH" and "AH". These are used to number Sorian days and refer to the time before (BH) and after (AH) Karl Hunrath became mayor of Hunrath ("Before Hunrath" and "After Hunrath"). There is a zero date (0) that is written without a BH nor an AH.

Whereas the date of the swapping of the Cell from the Territory of Arizona has been recorded in the Hartnell Letter as a local Earth date (June 27th, 1903), it is not clear when this event happened in terms of Hunrath timekeeping. The only statement that gives an absolute minimum interval is found in a document titled Seed Information, stating that "Ambassador Seeds were first documented about 150 Earth years ago".

A comprehensive list of recorded events found in the game has been compiled in Timeline.
C.W.'s initial tree speeches

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**C.W.'s initial tree speeches** are given to the player by C.W. through the window of his vault after the red beam has been disabled but before any trees have been connected. Each time the player rings for C.W. before connecting any trees, he gives a follow-up speech. Once they have all been heard, C.W. no longer answers the doorbell.

## Transcript

*This transcript is taken directly from* Obduction's *subtitle files.*

### Main Speech

Karffin'... Ouch!

Son of a...

Hold on.

I don't get around easily.

I greatly, greatly appreciate your help, but...

This will be complicated, especially for a new arriver like yourself.

All right...

That Tree, that really big, strange one in the middle

Well, uh...

Shoot.

It's a central piece.

It's connected to everything.

The cell wall, the dome, them seeds, the root beneath it...

all of it.

It's, it's one and the same, one connected...

essence.

[ chuckles ]

Sounds like a load of Buddhist malarkey.

Farley would bust hearin' me spout this.

Yeah, I really don't get it.

Regardless of what it sounds like we need all of it to be, well, healthy.

All of it.

Shoot, I'll spell it out for ya.

You gotta get down below the Tree, to the Heart, and connect it all back up.

Oh, yeah.

There's a cable up next to my big battery out there.

If you haven't already, can ya plug it in for me?

It's one less thing for me.

It's not the best time to be explainin' this stuff.

Now, where the Jesse was I?

### Follow-up #1

You ain't got the horse sense to get all the Trees and roots connected?

And my battery?

I might as well go boil my shirt.

### Follow-up #2

All right, understand this.

I can't do this part without you.

So if you want to get home, then you get them Tree roots connected.

[ sighs ]
Backer reward items

**Backer reward items** are items in *Obduction* that were added for people who pledged $850 or more during *Obduction's* Kickstarter campaign. These Backers provided Cyan with photos or 3D models of their items, and Cyan put them in the game. They may be identified in-game by enabling the "Backer Reward Item" tooltip in the game's settings. None of them are clues to puzzles.

A total of 68 Kickstarter Backers across 4 reward tiers were eligible for this reward.

*For an alphabetical list of Backer reward items in* Obduction*, see Category:Backer reward items.*

## References

1. ↑ https://www.kickstarter.com/projects/cyaninc/obduction/description
Arai "Larval" Notes

**Arai "Larval" Notes** is a document in *Obduction*. It was written by Farley and is found on a table in her vault. It describes how the light emitted by Arai larval pods changes dependent on the chemical makeup of the surfaces they are attached to.

The Arai "Larval" notes
## Contents

Arai "Larval" Notes - By C.F.

- Takes about 3 to 5 days for a single Arai larvae to change colors after being moved to a new surface.
- Pulsing stops immediately upon removal from Kaptar. (induced by "Polyarchs".)
- "Cloning" has been extremely easy - like "potatoes", easy

Organics

plant fiber - Yellow
bone - light Yellow
Arai encrustment - Green
Metals

Gold - Pink
Copper - Red/Orange
Titanium - Orange
Silver - Red
Aluminum - Red/Orange
Tech

Mofang Tech - Magenta
Villein Extrusions - near White
Stone

"Granite" (Kaptar) - Teal Blue
Sandstone (Hunrath) - Light Blue
Soarstone (Mofang) - Deep Purple
"Shale" (Maray) - Very Light Blue
+ Polyarch pods - always Purple
To do: I'm curious about the effect of combining various base surface? Still a bit odd "experimenting" with the lifeforms. The light they emit is handy given our limited supply of diesel fuel.
Humans

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

Mayor Janssen in a Kiosk recording
The **Humans** one of the four species in Obduction, along with the Mofang, Villein, and Arai. They live in the Earth cell which they call Hunrath.

Apart from C.W., the one human Remainer in Hunrath, there are 71 more humans, including around 15 children, protected in cryogenic pods in the Silo of Maray. Their living arrangements before getting podded are not made clear in the game.

## Activities

It is implied in the game that, among other, the humans of Hunrath have built the Wall, including the enclosure around the Tree, erected the Tower and formed its various inner levels, constructed the floodgate that diverts the water from the Waterfall, the Swing bridge, the Bleeder, the two sphere rotators, they have excavated Mineshaft, organized the Garden, the Scrapyard and Supply yard and have given a hand in many projects of C.W., like the battery, the overhead rails that connect his workshop with the Tree, etc. Also there are signs of household chores, both downton and along the river.

Human activity is also evident in the cell of Kaptar, where scaffolding, wooden boards and sheets of corrugated metal have been added to enable passage to some areas of the cell. Also the wooden structure that swaps with the Polyarch antechamber is a human construction.

For their entertainment, they have created the Tiki bar cave and the distillery next to it. During the gameplay, we find two card games and a backgammon board. Around and inside Farley's Community Center we find drawings and some toys of children. By the river we find a hammock, a small rowboat, fishing rods, a canvas with a painting.

## Human Characters

* Seen in the game
	+ C.W. (Cecil)
	+ Caroline Farley
	+ Josef Pieter Janssen
* Former Mayors
	+ Luther Roscoe
	+ Karl Hunrath
	+ John Farley
	+ Benjamin Sims
* Signed in the Guestbook
	+ Samuel Caron
	+ Uzziel Regenbogen
	+ Maria Gallego
	+ Jaing Qiuyu
* Others
	+ Jane
	+ Jenny
	+ Tham
	+ Vera
Crankshaft cavern

The initial entrance to the Crankshaft Cavern
The **Crankshaft Cavern** is a location in Kaptar. After having reached the Temple, right next to the point where the path opens to the plateau of the temple entrance, the path continues up a long flight of steps all the way to another cable platform docking station. From the big wheel of this mechanism, a passage to the left leads to the a cavern with a huge mechanism that has a gigantic propeller underneath it. This is the Cranshaft Cavern, and there is a strong wind that can be put in good use (see Crankshaft cavern puzzle).

## Description

View towards the bottom of the cavern
Although the presence of the huge power generator (aka 'Big Machine') predominates in the cavern, a more careful inspection shows that the cavern also has temples and bridges, relics of a past species that lived on the world of Kaptar. Evidently, somewhere towards the bottom of the cavern, a current of air enters and pushes through the machine propeller towards an opening to the right of the generator, where also an elevator, when activated, takes one down to the initial seed-swap device that brings one to Kaptar.

Apart from the generator, there is a more important elevator within the cave that takes one to the Polyarch antechamber. And there is also the Box of Infinite Complexity, a Russian machine brough here from the Submarine cave.
C.W.'s workshop

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

C.W.'s workshop
**C.W.'s workshop** is where C.W. tinkered with technologies he received from the Villein and the Mofang. It is located in Hunrath next to C.W.'s Vault and can only be accessed after the power has been turned on. The battery is right next to it.

## Documents found here

Test equipment
* *"Ambassador Seed" Swap Machine Functionality*
* *Battery/Capacitor log*
* *Lockdown List*
* *Mayor's Imager Requests*
* *Mofang Solid Volume Projector*
* Mofang disabler document
* Vault note
IMayor

**iMayor** is one of the characters in Obduction. It is a Mofang who disguises itself as Mayor Janssen in order to fool the Villeins long enough to set off a Mofang WMD. iMayor is killed by Trar before the player reaches it. When the player encounters it near the WMD, part of its disguise has been destroyed, and the rest may optionally be removed by using a nearby Mofang Disabler, fully exposing the Mofang body. iMayor's name comes from *Obduction's* game files.
Arai compound

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

The Arai Compound
The **Arai compound** is a location in Hunrath. It is an enclosed area all the way across from Farley's Community Center with unusual rock formations. The train tracks pass in front of it, only to reach a nearby dead end.

## Description

The gate to this compound is just a push away from opening. Inspecting the interior area and the strange rock formations, we see that they are made of a material radically different from the rockscape of Arizona. Their color and structure can only be connected to the structures we will later find in the Hive of Kaptar. Since we do meet several Arai beetles flying around in Hunrath, we can safely assume that they have been formed by the beetles as their hives.

We also find some rocks with a simmering red texture blocking the entrance to a tunnel. One more thing to take care of with the railcart as the game proceeds.

## Trivia

The color of the Arai stuctures is also found mixed in with the soil of the ten raised beds in the garden.
Collector Seed

Collector Seed streaking in the sky over the Forest
**Collector Seeds** are one of the types of seeds produced by the Trees in *Obduction*. As opposed to Ambassador Seeds, the swapping action of these seeds happen from the World of a certain species to the Cell of that same species.

## Gameplay

Collector Seed spent after swapping
In the beginning of the game, in the Forest, one can be seen streaking in the sky with a bright trail of blue light. Following the only path forward the player reaches a point where the Seed comes, opens and activates itself. The player and all the people who arrived in Hunrath after the initial swapping of the whole Cell from the Earth, were brought here by Collector Seeds.

## Lore

The seeds are said to come in pairs, one falls from the Tree of the Cell of one species, the other goes searching for a new member of that species in their World. Because of all the stories offered by New Arrivers, it is assumed the seeds only "collect" a new member when it is close to death by some unnatural cause. The search time of the travelling seed varies in length, ranging from hours to years. The seeds also swap a small sphere of whatever is around the New Arriver, much like the seed-swap devices, yet in the case of Collector Seeds, they get spent after swapping and become totally inactive. The people in Hunrath took the seed, whenever one dropped from the Tree, and placed it in the Entry Canyon. This they did to facilitate things for new Arrivers and also to have a single place to search for and collect any items that got swapped along with the Arriver.

## Spheres swapped from 'home'

In Hunrath we find several spheres that were swapped here from Earth.

* The part of the house and garden that constitute Farley's Community Center.
* The Trainyard, including the front part of the train station.
* The Gas station and its surrounding spherical area.
* The sphere of the Forest in the cave of the Entry Canyon.
* The sphere containing part of a Russian submarine in the Submarine cave.
* The small sphere containing the small crashed plane in the Tiki bar cave

In the cell of Kaptar we find three spheres that were swapped from the world of Kaptar.

* A golden sphere with relics of a temple on the way from the swing bridge to the Temple.
* A blue sphere also with relics of a temple across the crevice, best seen while ascending the path of the West side.
* A turquoise sphere with a pond of water on the way from the Temple interior to the path with the cetacean-like creature skeletons.

In the cell of Maray we don't see any obvious swapped areas from the world of Maray.
This might be because Maray wasn't really their "home planet" but just one settlement in their wandering-the-stars way of life.

## Gallery

* The Collector Seed approaching the player.
* The Seed ready to open up close.
* The Seed with the inner core open and visible.
Documents/ru

```
Исследование документов играет значительную роль в прохождении *Obduction*, позволяя решить поставленные игрой задачи и раскрывая детали сюжета.

```

*Для алфавитного перечня документов* Obduction*, смотрите категорию Документы.*

## Документы по локациям

### Хунрат

#### Общинный центр Фарли

* *"Коммуникация - Как общаться с нашими соседями"*
* Письмо С.В. в Общинный центр
* Гостевая книга
* Письмо Хартнелла
* Доска Семян
* *Информация о Семенах*
* *Описание Семян*

#### Подвал дома Фарли

* *Заметки о личинках Араи*
* Дневник Фарли

#### Мастерская С.В.

* *"Семена Посланники" Как работает Замещающая машина*
* *Журнал работы Батареи/Конденсатора*
* *Список блокировки*
* *Запрос мэра на проекции*
* Дезактиватор устройств Мофангов
* *Проектор твердых объемных тел*
* Записка мэра

#### Башня

* Описание Гасителя
* Список мэров Хунрата
* Журнал мэра Янссена
* Предупреждение об ОМП Мофангов
* Таблица числовой панели Виллейнов

#### Газовая станция

* Реклама адвокатской конторы
* Таблица числовой панели Виллейнов

### Каптар

#### Военная комната

* Код для Ящика Бесконечности
* Документ о Военной комнате
Gauntlet Maze Solver

Recreate the Gauntlet maze ("Puzzlisimo") as it appears in *Obduction*. Step-by-step instructions are generated on the right and will update with every change you make.

1. Select "Rotate" and click any insert or the base to rotate them once clockwise. To help you better recreate the maze as it appears in your game, inserts will not move when the base is rotated.
2. Select "Swap" to swap the positions of any two inserts. The first insert you click on will be swapped with the second insert you click on. Their rotations will be preserved.
3. Finally, select the path you want to create. Once it is created in-game, you may need to rotate the base to move the entry and exit points where you want them.

**Note:** This program treats both corner pieces as completely different, even though they are identical. This may lead to some extra steps, but the solution will be correct.
Introduction

## Walkthrough - Part 1

You start on a trail in a Forest after nightfall. In the background you will hear Farley's group recording, with only Farley talking, along with the first track in the game's soundtrack. As you walk around the bend you will see an object, a Collector Seed, fly over the lake.

**Continue down the path** and notice the seed fly by a couple more times. As you head up a slight hill you will reach a space near a camping table and you will be stopped and unable to move.

After a little bit the seed will come flying down the path towards you.

After a dramatic light show you will be engulfed in gold lights that erupt from the inside of the seed. You're surroundings disappear and you will see the Obduction game logo.

Once you regain control you find yourself in a canyon along with a sphere of your previous surroundings. The seed lays discarded at your side.

Outside the sphere now lies red rock and an opening into a canyon. **Head out the opening and down the canyon.** You will find a crystal like mechanism, a Solid volume projector, with a sign in front that reads: "Welcome to Hunrath".

You can click the button to watch short recording of Mayor Josef explaining that this world is called "Hunrath" and he introduces you to the area.

He mentions a house with a white picket fence and informs you that you will meet Farley there. **Head out of the canyon** and you will see the aforementioned house, Farley's Community Center.

**Head up to the fence and look inside the mailbox to find a message signed by C.W.** The letter says he's retreated to his vault and explains a few other things:

* The letter is addressed to Caroline or to others he was expecting to "return"
* He has been waiting for 5 days for people to return and they have not. He assumes the worst.
* Yet, he is surprised to be alive, after all, if the "worst" actually happened to the others, then why is he still alive? This perplexes him and also gives him hope.
* He retreats to his vault for protection and to contemplate his options...that is, work on a plan

In the front yard of the house is another solid volume projector. Here we meet Caroline Farley who also begins to introduce us to Hunrath. However shortly through the message is overwritten with another of Farley but instead of welcoming, she explains that Hunrath is not safe and cautions us to be careful who we trust. She also mentions a man named C.W.

Since the front door is locked and it doesn't seem like we'll be getting a proper greeting it looks like we need to seek out this C.W. guy. **Feel free to explore the area**, there's a lot to find and look at.

Next Part [Welcome to Hunrath]
Horned One

* Base
* Upgrade

## Queen's Guard

**Horned One** is a melee unit of Arleon in Songs of Conquest. Horned Ones can be recruited in a Faey Grove and can be upgraded to a Queen's Guard at a cost of 525 gold.

### Queen's Guard

**Queen's Guard** is an upgraded **Horned One**. Queen's Guard can be recruited in an upgraded Faey Grove or upgraded from Horned Ones at a cost of 525 gold. Queen's Guard gains ability to defend himself during berserking.
Camera

The game Obduction contains an in game camera that can be accessed by pressing the Spacebar which allows you to take Photos during the game.

Photos you have taken can be reviewed by exiting the game pressing the Escape key and then resuming the game. Also they are stored in your backup files, their location depending on how you have installed the game (GOG, Steam, etc)

## Tips

* Photos are a useful way to store information that may come in handy in solving Puzzles later on.
	+ Taking pictures of maps, numbers, documents, and where stuff is is very useful.

## Copyright

Keep in mind that the copyright of images taken as screenshots is held by the publisher or developer of the game. For more information, please see the copyright notice.