recursal/Fanatic-Fandom huggingface dataset:
Seed board

The **seed board** is a diagram found in Farley's Community Center. It is a mixture of observation and speculation that explains the purposes and actions of the seeds. While the author is unknown, it matches the tone of Farley's journal and was likely assembled by her.

The Seed board at Farley's
## Description

The seed board hypothesizes that seeds work in the following manner:

1. A seed pair is formed.
2. The seeds travel to two separate planets with similar atmospheres.
3. They swap locations on each planet with each other.
4. Each seed plants itself and eventually grows into a tree.

The board also follows two lines of questioning:

* What happens when the trees mature? Do they swap somewhere else? If they swap back home, what year will it be and what condition will it be in?
* Are there more seed pairs scattered throughout the universe than those encountered by the humans, Mofang, Villein, and Arai? Why are seeds being scattered in the first place?

Finally, the board also includes a smaller diagram depicting the four cells—Hunrath, Soria, Maray, and Kaptar—and shows them connected to Hunrath through the Heart.
Update 1.4.1

**Update 1.4.1** was an update released for *Obduction* on 16 November 2016.

## Official Notes

New Additions

* VR-only: Smooth Turning for VR is now available as an option in the Controls menu
* Addition of Texture Memory slider-

We've added a manual adjustment slider that affects the amount of memory that can used for the game's textures. This can improve image quality when raised, and improve performance when lowered. While this options affects all users, this should help Intel HD graphics users who were unable to read puzzle solutions in-game.
Changes

* The auto-save icon now only appears when you are in the menu. It no longer appears in-game when you are walking around. It continues to save the game; it just won't display the save icon while it's doing it (in-game).
* VR-only: Added 'M' keyboard hotkey to toggle between stereo and mono mirroring modes.

Art

* Various small fixes and tweaks to art in Kaptar
* Various small fixes throughout Hunrath

Audio

* Misc sound fixes in Kaptar
* Raised volume of Imager devices in Hunrath

Misc

* VR-only: Users can no longer unlock doors by sticking their head through the door.
* Fix for buttons breaking if pressed while taking a photo.
* Fixes for navigation points with Farley's vault.
* Fixes for navigation points in Maray.
* Fixes for navigation points in Kaptar.
* Fixes for users getting stuck on an elevator in Maray.
* VR-only: Fix for flicker when changing Resolution Scale.

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/677058736646797603
Villein control panel worksheet

The **Villein control panel worksheet** is a document found in *Obduction*. There are two copies: the first, found in the Gas station, has not been filled in at all, while the second is found in the Tower basement and has four Villein numbers filled in. It describes the control panels constructed by the Villein to help other species use their technology.

The worksheet found in the Gas station
## Contents

Worksheet

Multipurpose Villein Control Panel Interface

This is the control panel that the Villeins have supplied for our use. Although they are able to control their systems via vocalizations, they have provided these control panels for other species to have limited access and control. If you have trouble, please find Noah for help.

Remember...

- the Villein numbering system is base 4

- drag from one blob to another to form the Villein digits

- drag between blobs to disconnect

- the standard panel has 5 digits, but single digit panels are also used

- use only first digit to simulate a 1-digit panel (0-3)

- all panels will auto-correct for invalid entries
Tiki bar cave

The entrance to the Tiki Bar Cave
The **Tiki Bar cave** is a location in Hunrath. It is located between Farley's Community Center and Downtown Hunrath. Initially its entry, a typical mine entrance, is blocked by a device projecting a solid pile of fallen rocks. Once they are taken care of, we are in for something completely different.

## Description

Crashed plane found in the Tiki Bar cave
A little way into the mine, a flashing "OPEN" sign lets us into a place where the inhabitants of Hunrath have created a trully exotic and fun enviroment. First we find that someone has brought in a couple of heavy Kaptar wheel souvenirs. Further into the mine, we come to a cave and the first thing we meet is a sophisticated distillery, producing the *infamous Hunrath hooch*, as Caroline Farley described it in her journal. And right next to it is the Tiki bar. Opposite the distillery lies a crashed two-seater single-prop plane named *The Nightopia*. It looks like it was swapped here from somewhere (another fandom wiki maybe?), as there is a spherical border around it. And indeed, the name of the Tiki bar is "Crash Site".

## Tiki bar items and documents

The Tiki bar up close
First we find a rail map of Hunrath on a stool. Three drink recipes are on the bar counter. A set of eight tiki mugs and four bowls that look of volcanic origin are on the bar counter. The bar counter's extension is a marble topped table we will see elsewhere too. The only table available for guests has four chairs around it, and on it, a portable record player can be switched on to produce a simple tiki tune. And plenty of cool lights. A 4-way railroad switch lamp turned into a cyan and yellow decorative lantern hangs from a rock above. String lights run all around the bar counter and can be switched to either continuous, flash or flow mode.

## Trivia

The missing propeller of the crashed plane has become part of the swing bridge mechanism.
Must Read (Mail)

**Must Read** is a mail in *Atomic Heart*.

## Transcript

Must Read

Date: May 3, 1955
From: V. Nyukhov
To: #3826 #Vavilov #A. Neyelova

Dear Comrade Neyelov,

I heard that you're going to be staying at your wife's place in Vavilov temporarily and using her personal terminal. In response to your inquires, I can inform you that your wife is undergoing treatment at Pavlov Complex. Her condition is stable, but serious. I cannot give you any more information, and I must insist that you refrain from visiting her. You will receive an update shortly.
P.S. Please do not leave your temporary lodgings at this time.
What Birds Know painting

The ***What Birds Know* painting** is a backer reward item in *Obduction* that was put in the game for Matthias Thorelli, co-creator of the webcomic *What Birds Know*. It is found in Farley's vault and depicts Vandi, Elia and Dores (the main characters). Thorelli made the painting about six months before submitting it to Cyan and was excited to see if players would recognize its origins.

## References

1. ↑ 16 October 2016 Facebook message from Matthias Thorelli to TheFloydman
Stepan Lastochkin

**Stepan Ilyich Lastochkin** is a character in *Atomic Heart*.

## Biography

Comrade Lastochkin is not a traditional theater director. Better known as "Stefan," Lastochkin has had a stunning career, starting out as an office manager and becoming the head of what is perhaps the most famous theater in the world. In less than a year, unique performances such as "The Binding Screws of Friendship," "In the Vice of Passion," and the modern classic "Electric Origins" have become sensations among fans of avant-garde art. However, his narcissism, shady dealings, and despotic management style have set many theater employees at odds with the ambitious new director.

## References

1. ↑ Employees entry – Stepan Ilyich Lastochkin
Note (Mail)

**Note** is a mail in *Atomic Heart*.

## Transcript

Note

Date: May 12, 1955
From: HR Manager E. Smirnov
To: Security Manager V. Nyukhov

In response to your inquiry, here is my evaluation of the prisoner V. Petrov.
Mental state: nervous, impulsive. Working at Plisetskaya Theater has had an obvious effect on the prisoner's psychological state. He has been obsessed with theatrical images for several months and recites poems by some unknown poet in his sleep.

Physical state: average physical health. Occasional nervous tic.

Security status: flight risk. Despite Comrade Sechenov's personal request not to use harsh methods to prevent his escape, constant surveillance is recommended.

P.S. Unofficially Petrov has been losing his marbles for a while now because of everything that's happened to him. Psychologically speaking, there are no objective causes that could have led to his psychopathy or his obsession with the theater. As a result, I believe that the theater is more than just a workplace to him. I suggest sending a team to search his workstation.
Obduction - Original Game Soundtrack

***Obduction - Original Game Soundtrack*** is the official soundtrack album for *Obduction*. The music was composed and produced by Robyn Miller, brother of Rand Miller and co-creator of/composer for *Myst* and *Riven*. The album contains 28 tracks. More tracks were produced and have been released on Robyn's SoundCloud.

Initially, Robyn only joined the production of *Obduction* to play the part of C.W. and even told his brother that he would not compose any music. However, Rand eventually convinced him to take on the considerably more time consuming task of composing a soundtrack. Robyn was persuaded by the story and ideas that Rand had for the game and saw it as a fun opportunity for the two to work together again. He was not able to play through *Obduction* before he started composing, but he was shown visuals and given story information to help him along. He made a conscious effort to avoid composing music that sounded too similar to the pieces he created for *Myst*. This included a stronger emphasis on location-based pieces that focus on what the player is seeing and experiencing rather than character motifs.

## Official Tracks

1. Not Worth the Wistful Sentimentality of this Moment (3:05)
2. The Rabbit Hole (1:12)
3. Welcome Music (2:18)
4. A Man Who Grossly Overvalues His Own Importance (2:18)
5. Caroline Farley (2:26)
6. Completing Your Task (2:30)
7. Politics as Usual (2:51)
8. The Space Between Worlds I (3:49)
9. Alone at this Point (3:00)
10. Mutated Clockwork (3:55)
11. Machine Step (3:07)
12. Hive (2:33)
13. History Lesson (2:56)
14. Iron Altitude High (2:23)
15. From the Innocent Earth (2:19)
16. Stepping Over Bones (2:17)
17. W.M.D. (1:46)
18. Always Ignore the Damage You've Done (1:27)
19. Who Will Stand at Our Graves? (4:08)
20. The Space Between Worlds II (2:42)
21. Village Noise (1:42)
22. Caroline Farley Reprise (2:29)
23. Big Fish (2:11)
24. Adrenaline Junky (3:06)
25. You Paid for this View (4:46)
26. You Lost, Bitch (4:11)
27. Diaspora (3:52)
28. Post Game Tristesse (3:17)

## Bonus Tracks

*These songs were composed by Robyn for use in* Obduction *but ultimately went unused.*

1. Music at Priest Lake (2:43)
2. The Past Has a Way of Repeating Itself (2:27)
3. W.M.D. (Original Version) (1:55)

## References

1. ↑ Robyn's interview for *Original Sound Version*]
2. ↑ 2.0 2.1 Robyn's interview for *Respawn!*
3. ↑ Robyn's comment on SoundCloud
Report (April 15, 1955) (Mail)

**Report** is a mail in *Atomic Heart*.

## Transcript

Report

Date: April 15, 1955
From: HR Manager E. Smirnov
To: Security Assistant Manager Y. Mukhtarev

Report on the latest routine psychological evaluation at Vavilov Complex

On April 15, 1955, a routine psychological evaluation was conducted on 85 of the 86 members of the complex's junior staff.

One employee was not present: Fyodor Lebedin

Listen, Yury, ask Fyodor about this. On the one hand, he's a great guy. He lost his leg in the war, but he's still serving the Motherland as best he can. On the other hand, he never shows up to any medical exams and is generally antisocial. If he's hitting the bottle or having trouble, we need to help him. He's a vet, after all.
Shipping Delay (Mail)

**Shipping Delay** is a mail in *Atomic Heart*.

## Transcript

Shipping Delay

Date: June 7, 1955
From: Logistics Manager E. Zakharchenko
To: M. Yudina

Maria, the shipment containing your various dyes, hair curlers, and whatnot has been held for inspection due to the events related to the launch of the Kollektiv. The inspection will take 2 (two) days. We called Nikolai, and he said he can't do anything. Sorry about this.
P.S. Could you make my wife an appointment if you've got an opening, Maria? I saw you have that new dye, the one from Little Bolsheviks, and it's really classy! Even better than the stuff Dr. Filatova uses!
Places

This list of **Places** on the Obduction Wiki is organized into Worlds, Cells, and Locations.

## Worlds

* Earth
* Soria
* Kaptar
* Maray
* Diaspora

## Cells

* Hunrath
* Soria
* Kaptar
* Maray

## Locations

### Hunrath

* Bleeder
* Bosque
* Cemetery
* C.W.'s vault
* C.W.'s workshop
* Downtown Hunrath
* Entry Canyon
* Farley's Community Center
* Farley's vault
* Garden
* Gas station
* Mineshaft
* Plateau
* Scrapyard
* Sphere
* Submarine cave
* Supply yard
* Swing bridge
* Tiki bar cave
* Tower
* Tower basement
* Tower overlook
* Trainyard
* Wall
* Waterfall

### Kaptar

* Crankshaft cavern
* Hive
* North station
* Polyarch antechamber
* Swing bridge
* Temple
* Temple interior
* West side‏‎

### Maray

* Entryway
* Gauntlet (The 3 Gauntlet domes & The Gauntlet maze)
* Overlook Villa
* Podding station
* Silo
* Sign-in area
* Villein armory

### Soria

* Ground Zero
* Overlooks

### All Cells

* Heart
* Tree
* War Rooms (only seen in Hunrath & Kaptar)
Update 1.6.4

**Update 1.6.4** was an update released for *Obduction* on 30 October 2017. It was first released as a beta on 27 October 2017.

## Official Notes

We've just pushed the newest 1.6.4 Hotfix. As always, thanks again to everyone in the community who submitted positive feedback over these last couple of updates. We're always working hard at making the Obduction the best experience possible.

General fixes:

* The Windows 7 DXGI error should no longer appear on affected systems

Global VR fixes:

* The resolution scale will now stay put when playing in VR
* Fixed the issue with VR headsets not properly switching audio between the HMD and system speakers
* Player shadow should no longer appear when driving the Minecart
* Fix for Mouse Cursor Locked Toggle
* Will only use the VR audio device for media player if force VR is used.
* Fix for the hands being in the wrong location while in the minecart.

Vive fixes:

* Free roam should now work when you disable the Vive wands.
* Fix for missing loading screen on vive while in Minecart
* Improvements for quickly swapping between Vive and desktop modes

Graphics setting fixes:

* View distance options are no longer offset by one position.

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/1458464748902286789
Fat Boy

The **Fat Boy** is a weapon featured in *Atomic Heart*.

## Background

The MARC (multi-aiming rocket complex) or "Fat Boy" is a standard anti-tank RPG converted to a surface-to-air missile launcher by replacing its ammunition. It immediately supplanted a number Of weapons in the Red Army's arsenal, sending the PTSR, VG-45, and RPG-2 out to pasture. A distinctive feature is its striking design, which was described by a
number of engineers as extremely unergonomic during the design
phase, but later proved to be quite easy to use. The weapon features
high accuracy and most of its ammunition can disable even the most
advanced robots and military equipment.

## Characteristics

A surprisingly low-powered launcher, the Fat Boy requires significant investment in upgrades to make it a viable weapon. It does knock robots down reliably, however.

## Behind the scenes

* The Fat Boy was originally called Big Daddy, according to the art book.
Seeds

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

An open Collector Seed ready
to swap the player to Hunrath
**Seeds** are produced by the Trees in Obduction. They serve different purposes depending on what type of seed they are.

## Seed Types

* Ambassador Seeds swap spheres between Cells of different species. They are used in seed-swap devices.
* Collector Seeds swap spheres from the World of a species to its Cell. They become inactive after first use.
* Mother Seeds are theorized to have swapped the Cells from the World of one species to that of another.

## See also:

* Seed-swap devices
* Seed Information
* Trees
RE: "Let's Give Them A Break!" (Mail)

**RE: "Let's Give Them A Break!"** is a mail in *Atomic Heart*.

## Transcript

RE: "Let's Give Them A Break!"

Date: June 9, 1955
From: Inventory Manager K. Osenev
To: Watchman E. Puodjunas

I'll tell you one more time: robots don't get tired and have no physical or psychological need for rest. Your request for leave for them is denied.
Seriously, Yegor, I get that you're an older person who was born back in the 19th century. But would you give a tractor or a sewing machine a vacation? I know the robots act like people, but they're just tools, like a wrench or a car. And they're created to make our lives easier, not the other way around.
Caution! Danger! (Mail)

**Caution! Danger!** is a mail in *Atomic Heart*.

## Transcript

Caution! Danger!

Date: June 5, 1955
From: VDNH Security Manager K. Ismailov
To: Senior Engineer V. Martashev

Vlad, I've heard that the Beluga hanging in the exhibit room is fully equipped and even has a working engine. Can you imagine what would happen if someone presses the wrong button on that thing? Best-case scenario, it'd knock down walls... and I don't even want to think about the worst-case scenario. Remove the motor and put up barriers right away, or I'll send you to Vavilov!
Kalash

The **Kalash** is a weapon featured in *Atomic Heart*.

## Background

This assault rifle was developed by a Soviet designer after World War II as a response to the German assault rifle and American semi-automatic carbine. High reliability and ease of maintenance make up for its low-shot grouping. This is one of the few types of weapon used in Facility 3826 that wasn’t developed or manufactured there. That may be why the Kollektiv 1.0’s automated assembly technology left the blueprints for this assault rifle virtually untouched. However, its upgrades obviously betray the neural network’s “ingenuity and sophistication.”

Within just six years of its introduction, the Kalash became the most widespread weapon in the world, thanks to its ease of manufacture, its powerful ammo, and its reliability. Despite a number of obvious shortcomings (its low accuracy, the lack of a collapsible stock, and heavy weight), this assault rifle became a symbol that celebrated the USSR’s defense industry and was even on par in that regard with its high-tech robots.

## Characteristics

The Kalash is the most universal weapon in the game, and can be adjusted for any purpose. While it does have lower damage per shot than the PM, it has a much higher rate of fire and the ammo is cheaper to make.
Appt 1 (Mail)

**Appt #1** is a mail in *Atomic Heart*.

## Transcript

Appt #1

Date: June 7, 1955
From: Senior Irrigation Specialist K. Raspopova
To: M. Yudina

Hey, Maria! Could you put me down for a perm tomorrow? My roots are starting to show. I look like Granny Zina, ew! Is 7:00 PM okay? Pretty please! I'll make it worth your while — my hubby just got fish from Astrakhan THIIIIIS big: ><(((~'> It's even better than the ones you have at Pavlov. I'll bring you one, okay?
Our Own Factory (Mail)

**Our Own Factory** is a mail in *Atomic Heart*.

## Transcript

Our Own Factory

Date: March 6, 1955
From: Office Manager A. Vybegallo
To: K. Sherman, Design Dept.

I have nothing but respect for the Czech furniture factory, but I've got a great idea: let's use Vavilov's facilities to make our own. We've been getting a lot of prisoners lately, an they're all reasonable competent. Plus, they're always recycling all kinds of pine trees and birch trees that didn't pass inspection, stuff like that. As office manager, it pains me to see this. Maybe it just seems like excess lumber to you scientists, but to me, it's wasted potential.
LUC-1 Owl

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

**MUC-1 Drofa** is an enemy that appears in *Atomic Heart*.

## Overview

The light universal copter MUC-1 performs various tasks in the argo-industrial and livestock complex, watching the crops and pastures in Soviet collective farms. Unlike the larger Drofa model, the Owl is smaller and has lower lifting power but makes up for it with better mobility.

Drofas can reach speeds of up to 75 km/h. Multiple Drofas working together can transport heavy loads. The main purpose of the Drofa is to keep a watchful eye on cattle.

## Variants

*This section requires expanding. Click here to add more.*

## Notes

* When P-3 and a Tereshkova attempt to escape the hostile robots, a Drofa was summoned to grab the elevator they were in with the use of magnetic coupling, until the Drofa went hostile as well and tried to destroy the elevator.

## Gallery

* A pair of Drofas flying above the road.
Young VIPs (Mail)

**Young VIPs** is a mail in *Atomic Heart*.

## Transcript

Young VIPs

Date: June 2, 1955
From: Facility 3826 Deputy Director M. Stockhausen
To: Museum Manager M. Yelizarova

I got a call from the general secretary's office in Moscow yesterday. A group of college students are taking a trip here, but they're no ordinary students — they're the children of very important people. I want you to give them a tour personally, Comrade Yelizarova. And, before you object, I will tell you right now that this is not a matter for discussion.
The children must be given a tour of the entire museum. They must be shown everything, and they must be impressed. Show them everything and make sure they don't get bored.
Review 500 (Mail)

**Review #500** is a mail in *Atomic Heart*.

## Transcript

Review #500

Date: April 4, 1955
From: #visitor2743
To: #review\_book

Dear managers, I'm a war veteran, Major Viktor Rukh. I've been wanting to come to your museum for a long time now. But now that I've been here, I'm disappointed.
Where's the military tech? Our military machines are famous all over the world, so why can't I see them during peacetime?
Your robot helpers are interesting, of course. But I want to see Mastiffs, Unicorns, and all the other amazing stuff that saved our buts in WWII!
I hope you can fix this real soon.
Why "VDNH?" (Draft) (Mail)

**Why "VDNH?" (Draft)** is a mail in *Atomic Heart*.

## Transcript

Why "VDNH?" (Draft)

Date: December 28, 1954
From: VDNH Press Secretary M. Gabriashvili
To: VDNH Press Secretary M. Gabriashvili

Why did we name our VDNH after the famous museum in Moscow?
At first we wanted to call it the "Museum of Russian Progress," but we all agreed that the acronym "MORP" was less than ideal in terms of euphony. The name VDNH means something to many tourists and visitors, and our museum at Facility 3826 uses it more as a trademark than anything else.
Ole! (Mail)

**Ole!** is a mail in *Atomic Heart*.

## Transcript

Ole!

Date: May 2, 1955
From: Vavilov Archivist M. Orlikova
To: Club President P. Savelyeva

I just got a REALLY weird message, Polina.
Remember when Arkady raised that bull on Polymer-based food? You know, the one named Hercules who was as big as a house? It was in the papers and everything.
Anyway, some pictures of the bull somehow got leaked abroad and made their way to — GET THIS — some Spanish cattle breeders. Yeah, I'm serious — Spanish. Cattle. Breeders.
To make a long story short, they want to order a few of our bovine behemoths for their "corrida" or whatever they call it. You know, bullfighting. International friendship and all that. I didn't know who to talk about this, or even what to think... but I dunno, maybe the bosses will take an interest in it.
I'm still in shock.
Neo-Coloradans (Mail)

**Neo-Coloradans** is a mail in *Atomic Heart*.

## Transcript

Neo-Coloradans

Date: February 27, 1955
From: V. Vladimirov, Pesticide Dept.
To: K. Sherman, Design Dept.

The experiments were a success. Working together (although we did more, of course), teams from Vavilov and Pavlov have bred a new species of Colorado potato beetle. It's our way of fighting fire with fire (that's what we call them, by the way — fire beetles). The new parasite only eats harmful plants such as ragweed, sump weed, wormwood, and hemlock (the last one is personal, it killed my dog).

Due to the toxic substances in the beetle, birds won't eat it, and introducing it will not harm an ecosystem. In addition, the beetles cannot reproduce and will die after a season. This means we no longer need pesticides or other harmful substances — one parasite eats another. Isn't it neat?
Yegor Molotov

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

**Yegor Timofeyevich Molotov** is a character featured in *Atomic Heart.*

## Biography

*This section requires expanding. Click here to add more.*

One of the highest-ranking leaders in the Communist Party, Molotov is also the President of the Council of Ministers and a political opponent of Comrade Sechenov. A talented politician used to operating on an international scale, he was made the overseer of Facility 3826 by CPSU Central Committee and the Council of Ministers.

## References

1. ↑ Employees entry – Yegor Timofeyevich Molotov
Viktor Zolotukhin

**Viktor Astamovich Zolotukhin** is a character appearing in *Atomic Heart*.

## Biography

An agronomist and food service manager, Zolotukhin was one of the first to speak out against Lysenko and his theory before Vavilov's theories has been approved. A businesslike man of few words, he has demonstrated a high level of professionalism when it comes to overseeing the activities of the complex.

## References

1. ↑ Employees entry — Viktor Astamovich Zolotukhin
What The Hell? (Mail)

**What The Hell?** is a mail in *Atomic Heart*.

## Transcript

What The Hell?

Date: June 1, 1955
From: Logistics Manager E. Zakharchenko
To: Art Director K. Kozhevin

What the hell, Konstantin? You're the most clueless employee here. I've tried to drop off this tank three times now, but you're never home. I don't want to leave it on the porch, or it'll get stolen. Check the bushes behind the building. I stuck it there.
Dominator

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

The **Dominator** is a weapon featured in *Atomic Heart*.

## Background

The Dominator PPW (personal polymer weapon) is one of the first and most successful attempts to use polymer not as an additional component in ammo, but directly as a damage-dealing element. A heavy pulse cannon that releases speres of compressed electrified polymer. After being fired, each polymer projectile retains its shape due to its own electromagnetic field, then explodes upon reaching the target.

Its operating principle is based on the formation of spheres of compressed, electrified polymer within the weapon’s chamber. When fired, each polymer round retains its shape thanks to its very own electromagnetic field, and when it reaches its target, it explodes, releasing a huge amount of potential energy and dealing serious damage with pinpoint accuracy.

Since Facility 3826 was aggressively promoting polymer technologies at the time, the Dominator was set to become the weapon of the future. But it wasn’t enough for the weapon to look “sci-fi”: the eclectic design also had to make reference to the familiar examples of tech in the USSR, become their successor, and create a new perspective on modern weaponry.
Drunk Forester (Mail)

**Drunk Forester** is a mail in *Atomic Heart*.

## Transcript

Drunk Forester

Date: May 9, 1955
From: Sergeant U. Baray-Ogla
To: Service Settlement Manager I. Abdurakhimov

Last night two settlement residents found local forester Muhambet Henes intoxicated and panicking. The forester insisted that he had seen a "hut on chicken legs" (quote) walking through the forest.
Henes was arrested after firing multiple times into the forest, then running away from it toward the settlement.
The prisoner was unable to offer any additional information, but merely repeated his story about the hut.
He was reprimanded and sentenced to community service, and his weapon was confiscated.
Intrusion (Mail)

**Intrusion** is a mail in *Atomic Heart*.

## Transcript

Intrusion

Date: September 21, 1954
From: Sergeant U. Baray-Ogla
To: Service Settlement Manager I. Abdurakhimov

We have taken a certain M. Gorshenev, a college student and bird watcher from a Moscow State University tourist group, in custody. He was found in an unauthorized area with a guitar on his back. His hair was disheveled, and he was dressed only in his undergarments. The "bard's" testimony follows (in his own words)
"Exhausted from my travels, I knocked upon the forester's door and begged lodgings for the night. An elderly man let me in, looked me over in a hospitable manner, and offered me an evening's repast. Upon inquiring about my work as a folklorist, he assured me that he had many a tale to tell.
As I sat at the table, it grew dark outside. The forester sat across from me, conversing at his ease. He was particularly proud to be known by all the local fauna emphasized that he enjoyed feeding the wolves.
I paid this comment little mind at first, but then I heard lupine howling in the middle of the night. I was frightened, but the old fellow smiled, stood up, and left the house with nary a word. Before I could comprehend what was transpiring, he returned with a rifle, which he promptly aimed at me and sad, "My friends are hungry, come on, pale, we're going to the forest!" I leapt out the window and fled with all possible alacrity. After a time, I was apprehended by the local constabulary."
To make a long story short, our forester has been using recordings of howling wolves to play pranks on tourists again. We need to get him to stop. Student bards are one thing, but what if it was someone in the service? He'd take his rifle and shoot him in the head. Handle this.
NORA

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

**NORA** is a character featured in *Atomic Heart*. She is an AI repair cabinet that allows P-3 to craft weapons, ammunition, and upgrades. She is available in a various locations.

## Personality

NORA, despite being AI, seems to have a womanly conscious, she constantly makes innuendos, attempts at flirting with P-3, and makes many jokes. Often, innuendos or jokes of hers will have something to do with her mechanical occupation of an upgrade machine.

## Background

NORA was built in the Mendeleev Complex by Lebedev.

## Note

* It is speculated that the tendrils that spread across the abandoned facilities belong to NORA.
	+ In early trailers, NORA's tendrils not only tie up dead corpses, but also places their pincers inside gun barrels that they were equipped with.
	+ Some of the victims of NORA will sometimes be alive, struggling to breathe with the tendrils strangle them.
* NORA hints about Charles' true motives and tells P-3 to take him off, however, she wasn't aware of his true intentions at all, and she only wanted to be alone with P-3.
* NORA makes a return in the *Annihilation Instinct* DLC.
Poster Request (Mail)

**Poster Request** is a mail in *Atomic Heart*.

## Transcript

Poster Request

Date: May 13, 1955
From: Engineering Supervisor P. Veritayev
To: Printing Dept. Manager N. Nazarov

Comrade Nazarov, I am simply thrilled with your posters. Excellent work. However, I would like you to make a batch of new ones for my subordinates. They should be violent, terrifying, and bloody — remember "Watch out for the other side of the net!"? Like that, but more violent. The magnets here are very, very dangerous, and the posters should let people know that if you make one mistake, that's it.
Make a couple of mockups, and I'll take a look at them and tell you what to fix. I want them to make people's blood run cold.
Polymeric Jet

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**Polymeric Jet** is an Polymer Glove ability featured in *Atomic Heart*.

## Overview

Polymeric Jet is obtained by purchasing it at NORA. When used, it sprays polymer that sticks to surfaces and enemies. It then acts as a conductor to elemental attacks like Shok, Frostbite, or Cartridges and amplifies damage. It is also used for a variety of puzzles. As with other abilities, it can be further improved by purchasing skills.
Working With Children (Mail)

**Working With Children** is a mail in *Atomic Heart*.

## Transcript

Working With Children

Date: May 29, 1955
From: Museum Manager M. Yelizarova
To: all staff

Children, especially Young Pioneers, are our most challenging audience. They're noisy and restless, and their counselors usually can't really control them. Getting them to play games with rewards or giving them tasks makes things a little easier for us, but working with this kind of audience requires a certain approach.
- Try to follow the route from the top floor to the bottom floor without stopping for long
- Don't let children eat ice cream away from their group, especially near the exhibits
- No children on the railings! If one of them breaks an arm or a leg, they can't go to Pavlov, since access to the medical area has been restricted until further notice
- Don't let children hang around the Burav game area too long, and don't let them throw things into the whale — we had to fish two paper airplanes out of it last Wednesday
- We've had to get kids down from the clouds at the Chelomey exhibit twice now. The cables are sturdy; they can hold them. But it's just not safe. be mindful of this
- Don't take the youngest children to Pavlov — it'll make them cry
All in all, follow the rules, and don't be afraid to lecture the counselors. Watching the kids is their job, not yours.
Neptune Complex

The **Neptune Complex** is a location in *Atomic Heart*.

## Overview

The Neptune Complex is an underwater city that has been located at the bottom of Lake Lazur since 1954. The Complex is a one-of-a-kind research facility whose primary task is working with special water plants used in the production of Polymers. The structure of the complex and the unprecedented precision of its design impressed the world's engineering community so much that in 1954 international investors asked Soviet specialists to build another underwater city off the coast of Iceland.

The experimental underwater R&D complex by Chelomey. It houses fifteen hundred scientists and more than a thousand specialized robots for underwater exploration.

## Trivia

* The Neptune Complex serving as the basis for another underwater city off the coast of Iceland is a reference to the game *Bioshock* and its setting, the underwater city of Rapture, which is also located off the coast of Iceland.

## References

1. ↑ Console entry – VDNH: Neptune Complex
2. ↑ Neptune Underwater Complex sign in the VDNH
Let's Give Them A Break! (Mail)

**Let's Give Them A Break!** is a mail in *Atomic Heart*.

## Transcript

Let's Give Them A Break!

Date: April 4, 1955
From: E. Puojunas
To: Inventory Manager K. Osenev

Comrade Osenev, the robots are working all day long and I bet they're really tired. Let's give them a break, okay? Are they galley slaves or something?! All of use we can help them do their work, and they can relax and take a break which they never do. It pains me to see it, you know. We could do it easy since we're working people and we're used to it!
Mt. Enderton painting

The **Mt. Enderton painting** is a backer reward item in *Obduction* that was put in the game for an unknown Kickstarter backer. It is found in the corner of the Trainyard and features a spiral structure (likely Mt. Enderton). There is an archway with some form of writing, as well as a banner at the bottom of the painting that reads, "WELCOME TO MT. ENDERTON".
Anton Reufe

**Reufe Anton Pavlovich** is a character featured in *Atomic Heart*.

## Biography

Reufe is an expert on prisoner psychology and criminal behavior. Every prisoner sentenced to community service has talked to him. Scrupulous and careful, he is known as a cold, thoughtful, and reclusive individual.

## References

1. ↑ Atomic Heart Employees entry — Reufe Anton Pavlovich
Mutant

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

The **Mutant** is an enemy that appears in *Atomic Heart*.

## Background

Mutants are a hybrid of Sprouts merging with alive[pesticide manufacture] or lifeless Human body. Different Sprout versions do different things to corpses, turning them into a variety of hideous monsters, from incredibly quick and agile hybrids to clumsy hybrids possessing enormous strength. You are better off eliminating Sprouts before they can turn poor dead people into the stuff of nightmares.

## Lore Entry

The flying Mutant is the surprise result of symbiosis between a Sprout and a human corpse.

When a Sprout finds a dead body, it grows its stem through the mouth and nose, penetrating the brain and taking control of the corpse's motor functions in under a minute. The hybrid is fully submissive to the Sprout and can either move on two legs or hover on propeller-like leaves.

## Variants

### Mutant

Regular mutants rely on rushing the player and performing melee attacks up close, while spitting a blast of bio acid in polymer at close to medium range.

* Melee Weapons
* Fire Damage
* Explosive Damage
* Synthetic Material

### Poison Mutant

Poison Mutants will spit poison out in close ranged combat and will launch globs of acid in medium ranged combat.

### Fire Mutant

Fire mutants rely on purely charging the player at close to medium range and knocking them down to damage them. After being defeated, the Fire Mutant will become unstable, releasing reactive chemicals that causes them to spin around and explode upon the player or just on the ground, damage anything that is in the explosion radius.

* Fire Damage
* Melee Weapons
* Explosive Damage
* Synthetic Material

### Large Mutant

The Large Mutant is a mini-boss encounter. It will periodically spawn Sprouts, launches Sprouts like mortars shells,charge the player, and forcing a Sprout out of its body and throwing them like grenades.

* Energy Weapons
* Projectile Weapons
* Melee Weapons
* ?
* ?
* Synthetic Material
* Chemistry

## Gallery

* The Large Mutant

## Notes

* Originally in the early trailers and Soviet Lunapark VR, the Mutants were designed to be living corpses turned into mechanized zombies. It is unknown if this was another USSR experiment or done by the robots themselves when becoming hostile.
	+ In early development, it was suggested that German scientist Michael Stockhausen was responsible for creating them and accidentally let them loose, however, this plot was scrapped.
* Something important to note is that Large Mutants seem to be partially aware of their surroundings and maintain remnants of their former selves as evident to one of them having a THOUGHT device.

## References

1. ↑ Atomic Heart: Lore entry on Mutant
2. ↑ https://www.youtube.com/watch?v=UbtCg\_P9C6M, 1:10 onwards
3. ↑ 3.0 3.1 https://m.youtube.com/watch?v=jO5-4U8Ac90
4. ↑ https://m.youtube.com/watch?v=ff5EtnRVPUE
5. ↑ https://m.youtube.com/watch?v=fwFJC8TmVIQ&t=355s
Opening New Paths

Previous part [Getting Things Ready]

## Walkthrough - Part 6

Go back to the area with the generator, and go through the entrance in the side of the cliff at the far end of this area, past the generator. Here, you'll find a locked door. Enter the number you got from the slip of paper resetting Farley's code - the number is 6341.

Go through the door, and you'll find yourself in Farley's Community Center.

The first thing you should do is unlock the front door to the Community Center. This is very important because it will be the only way to get to this half of the map later.

After doing that, feel free to look at everything inside. Pay attention to the books and papers though, they will tell you quite a bit about the area. Also listen to the tape in the nook to the far right. Flip the tape over, and listen to that side.

Switch on the slide projector and note that it has a tray with two slides. You will see a big circle surrounding the map on the screen and a smaller circle on the map. You may want to take pictures of the map with your camera (pressing the spacebar) for later use.

Switch to the other slide by pulling the tray and turn the projector to center it within the frame of the green board to the right. Lower the projector of the board only so far down that the ring is slightly under the frame of the green board. You should see for four X's around a pattern with dots and connections. This pattern will help you in a puzzle in the garage later. You may also want to take pictures of it.

On the map with the projector off, the green marker on the edges of the maps signifies where portals are. Portals will teleport you to the exact opposite of the circle/cell.

Leave the community center and go back to the swing bridge. Move the propeller so that the left side is lower than the right and throw the switch again, closing the path.

Return to the railcart. Throw the junctions until you've backed up the cart against rocks, between the community center and the town.

Without getting out of the cart, throw the railroad switch, and **continue on**.

Continue along the track until you get to the sheet metal fence of the Arai compound. Get out and **open the gate to this area**, enter and look around. You will see an entrance blocked by rocks.

Get back in the cart. Now point your laser through the gate. Try to **hit the rocks blocking** the way through the entrance. Exit the cart and walk through.

You'll find yourself in the Scrapyard. Move down the right path. If you want, you can head upstairs and look at the manifest. When you're done, head back down and **open the sliding door that the tracks lead under.**

Now, move forward and take the right fork at the tracks. **Exit through the purple portal.**

Next Part [A New Horizon]
Alexander Raguzin

**Raguzin Alexander Osipovich** is a character featured in *Atomic Heart*.

## Biography

Raguzin is a young Vavilov engineer and an orphan who lost his parents to the Brown Plague during the war. He is an introvert, but also very talented genetic engineer who has set the record as the youngest specialist at the Facility and the one who has performed the most successful genetic experiments. His most interesting papers, which include "Mobile Plant-Based Cattle Feed" and "Self-Replicating, Fast Growing Plants", have won him a number of awards.

## References

1. ↑ Atomic Heart Employees entry — Raguzin Alexander Osipovich
Yevgeny Burak

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

**Yevgeny Valeryevich Burak** is a character featured in *Atomic Heart.*

## Biography

Burak was recently appointed to the post of exhibit curator by the Ministry of Culture.

Despite his magnificent recommendations and excellent work history, he has struggled to fit in at the strict, buttoned-down VDNH. The HR department receives complaints about his rudeness, excessive familiarity, and condescending attitude toward employees on a nearly weekly basis. "Comrade Burak has such an innovative view of things that impetuous new behaviors are always just a step away." said a complaint against Comrade Burak filed on behalf of the VDNH Tour Guide Union.

However, upper management has been extremely positive about the new hire, noting his fresh perspective on how exhibit pieces are presented and implemented.

## References

1. ↑ Employees entry - Yevgeny Valeryevich Burak
Time's Running Out! (Mail)

**Time's Running Out!** is a mail in *Atomic Heart*.

## Transcript

Time's Running Out!

Date: May 21, 1955
From: Art Director A. Galyeyev
To: K. Kozhevin

How much longer is this gonna take, Konstantin?
Again, draw something normal, nothing avant-garde. Seriously, no more crazy Malevich-type stuff, okay? Here are the quotes:

"Nature isn't a temple, it's a workshop, and in it, man is the worker." I. Turgenev.
Work Note (Mail)

**Work Note** is a mail in *Atomic Heart*.

## Transcript

Work Note

Date: September 2, 1953
From: Junior Research Assistant S. Pestsov
To: #down\_with#Sechenov

Comrades!
I would like to invite all interested persons to sign a petition to change the name of our scientific center back to Popov.
Everyone knows that, thanks to Comrade Sechenov, our radio antennas can harken to the frigid breath of outer space, but it's thanks to Comrade Popov that those antennas exist in the first place!
Space is great and all, but what if there's actually nothing out there?
Join me, comrades!
Sprout

The **Sprout** is an enemy in *Atomic Heart*.

## Overview

*This section requires expanding. Click here to add more.*

## Lore Entry

The little Sprout is a link between the worlds of botany and zoology and the future of food production.

Featuring a mixture of plant and animal proteins, it is the unprocessed food of the future. Cultivating Sprouts is a humane alternative to animal husbandry: no longer will millions of cows and chickens have to be slaughtered on a daily basis to feed Soviet citizens. Better yet, Sprouts can move about independently: healthy food will find its way to the hungry on its own!

## Variants

### Sprout

Regular Sprouts will attempt to get close at medium range and spit deadly pollen upon P-3. At longer ranges, they perform quick strikes to bludgeon P-3.

* Cold Damage
* Explosive Damage

### Fire Sprout

Fire sprouts projects streams of highly reactive chemicals. Once down, it performs a kamikaze attack in which they spin out of control before exploding.

* Fire Damage
* Explosive Damage

### Poison Sprout

Poison sprouts spits out pollen in medium range and forces out a burst of poison around itself in close range. Upon death, it expands and explodes into a shower of pollen.

* Cold Damage
* Explosive Damage

## Notes

* If any Sprout makes contact with a Plyusch, the two will fuse and will become more aggressive and gain new attacks.
	+ When a Plyusch gets destroyed, the Sprout it was attached to will become infected.
Water tower

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The water tower seen from the rail tracks
The **Water tower** is located next to the Tree of Hunrath and close to the Garden. It is accessible from the overhead rails that extend outwards from C.W.'s workshop. A wooden path of planks reaches from the rails to a spigot that turns the water off and on. A large hose carries the water from the spigot to the inside of the Tree enclosure.

## Description

The water tower seen from the Garden
The wooden water tower is held together by three metal hoops and has an octagornal metal roof. It is sitting on a wooden base on the rocky messa on which also the Tree grows. From its back side the level drops to that of the Garden. From that side, a metal tube, partly anchored on the rock, penetrates the bottom of the tower at its center. Since there is no valve on that tube and its lower side is open, it is presumed that the tube extends all the way up to the overflow level, possibly also being the means by which water is pumped up to refill it. At the lowest part of this tube reaches the railtracks that cross the garden and stop just in from of it.

## In game role

As soon as the red beam has been disabled, C.W. speaks to the player from his vault about the Tree, and among other, how it has to be healthy. Seeing that its folliage looks red, and the hose from the tower to the tree, one should at least turn the spigot on to water it. When the spigot is turned to enable the flow, there are drops seen leaking around the hose. Later in the game we see that it extends all the way down to the Heart and from there it splits to more hoses providing water for all the other Trees (when their root spigots are turned on).

## References

1. ↑ C.W.'s initial tree speeches ... we need all of it to be, well, healthy.
Skills

**Skills** are a gameplay mechanic featured in *Atomic Heart*, available for purchase at NORA. They enhance the abilities of the Polymer Glove and enable P-3 to perform a wide variety of feats against enemies. Each ability features its own skill tree which can be purchased once the associated ability is available. Skills purchased with Neuropolymer which can be looted from enemies and chests. Only two active skills may be equipped at one time. As with Crafting, Skills can be refunded at any time to encourage players to respec and experiment.