recursal/Fanatic-Fandom huggingface dataset:
Downtown Hunrath

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

Downtown Hunrath, facing C.W.'s workshop
**Downtown Hunrath** is the area in Hunrath where most of its inhabitants live and where the original Hartnell buildings are located. It can be considered the town proper. Only one building can be explored, as the others have been boarded up.

## Description

Upon first entering the Downtown area, there are two two-storey wooden houses on the left side, followed by a small hut, a mine entrance with a house right next to it, and another two-storey house. The first building has a faded sign marking it as the Hartnell Mercantile. The house next to the mine has an open door and can be visited inside, but all the other houses are nailed shut with planks nailed on the doors and windows and have Warning flyers posted on their fronts. On the right side, there are two more two-storey houses with two small huts between them, all nailed shut here too. All of the houses have corrugated metal roofs with enough gaps between them to think that rain has not been one of the problems of the inhabitants.

## In game role

The one important location of Downtown Hunrath for the game is the mine behind the open house. The train tracks enter the mine, however as things stand in the beginning, the cave is blocked by solid rock. Another entrance to this mine from after the last house, is also blocked. Later in the game this becomes an important location.

## Downtown images

* Downtown seen from the roof of a house of the Tree side.
* The Tree-side downtown houses.
* Downtown, facing Farley's Community Center (not visible)

## Backer Reward Items found here

* Dog photo board
* Sewing mannequin
* Tall sculpture
* Stool

## Trivia

Apart from C.W., there are 71 more humans (including around 15 children) podded in the Silo. Caroline Farley and Mayor Jannsen have their own living quarters, so there should have been around 69 humans living Downtown Hunrath.
Harpoon

The **harpoon** is a backer reward item in *Obduction* that was put in the game for Kickstarter backer John Urquhart Ferguson. It is found in Farley's vault and is a statuette of a harpoon mounted to an actual whale tooth. The original digital model was created by John Urquhart Ferguson using the Blender 3D software. It is based on an actual ornament crafted by Ferguson's great uncle from a real whale's tool and brass.

* Front view of the original object
* A screenshot of the original harpoon digital model in the Blender 3D software package
Getting Things Ready

Previous part [Exploring C.W.'s Workshop]

## Walkthrough - Part 5

Now that we've seen everything interesting let's get a couple things done while we're up here. There's a large device attached to this building.

Later we'll learn from C.W. that this is a large battery and he'll ask us to connect it up. Since we're already here, let's go ahead and do it now. There's a hatch covering the wire we need to connect. **Open it to reveal the large cable.**

**Simply slide the cable to the right and lock it in place.**

Now there's also a bridge leading from the building across the town.

If you **head down the bridge** you'll find it ends in a gap in the tracks, preventing us from following it further. However, just before the gap, there is a small makeshift path to the water tower nearby. **Flip the lever here to let the water flow.** The hose connected seems to head into the area with the tree. We'll find out pretty soon where it actually goes.

For now though **head back over the bridge and into the building.** Near the back side of the railcart with the blue beam there is a button to lower it. **Press the button.**

**Head back down the stairs and out into the front yard.**

With the railcart lowered we can now hop inside. **Click on the door to open it.** (You have to be close enough to the door to properly trigger the animation)

The railcart has two modes. The first is used to control the beam. You can use W-A-S-D to aim the blue beam. There is a small screen that allows you to see where you are aiming. There is also a button near the bottom center of the screen to turn the laser on and off.

Up near the top right there is a switch to toggle between the two modes. **Press it to switch to movement mode.** The beam will be disabled and we will be able to move the cart along the tracks. You can use W and S to go forward and back.

Move the railcart out of the garage, slightly pass the first junction and back up. Flip the switch on the railcart to change to beam mode and turn the beam device to aim directly at the red beam devidce.

Once you have it lined up **brace yourself and press the button to turn on your blue beam.** The red beam will explode, like the rock did, disabling it. This causes the force field that was on the dome to deteriorate, which is accompanied by some loud noises and a cool light show.

Now that the force field is down we are free to explore a large variety of new places.

Next Part [Opening New Paths]
Mofang Solid Volume Projector

***Mofang Solid Volume Projector*** is a document in *Obduction*. It is found in C.W.'s workshop and contains his notes about how the video kiosks and imager rocks work. There is also information about how the red beam device was created.

The document in C.W.'s workshop
## Contents

Dimensional projector - produces apparently solid apparitions with light, volume, and some sort of simulated mass. Rookoh says all projectors will have similar power levels and communications protocols.

There appear to be three primary elements...

Projector Element - beam emission - provides the primary light/energy source

Control Arms - some kind of control of the beam in three dimensions - color (variable) and mass (invariable)

Communications Arms - internal comm signals supplied across gap to projection arms

Will use 7 volt communications level as a carrier voltage. Varying the voltage around that baseline voltage produces solid-like volume-boxes in various colors formed from bottom to top, left to right. The Mofangs have tuned the retrace timing to 30 Hz for us - mighty kind of them.

For a full 3D resolution of approximately 525 x 150 x 150 the converter would be required to adjust the voltage about every 3 ns. (I don't have an abundance of circuitry to build converters running at 333 MHz.) For still projections (rocks?) the refresh doesn't matter - the display is persistent until/unless the voltage varies from 7 volts. I can produce the projection (from a still image) and set the voltage to 7 to maintain it. (Less than 0.8 volts results in clear/open/massless display space.)

Notes

1. Sound will be handled separately.
2. Some projection noise - slight shimmer from radio interference?
3. Moving image corruption noise toward bottom of projection.
4. Images above projection arm bounds are possible.
5. Checking for potential hidden lethality (Mayor's suggestion) - checks out (can't find anything destructive)
6. Consistent spurious very high frequency background carrier - No idea what that could be???
7. Odd side effect - projection intersecting any part of cell wall suppresses all transport. \*

\*Not sure why I tried this - Farley claims it's related to some desire of mine to shoot everything at everything else.
Maray entrance puzzle

The **Maray entrance puzzle** involves opening the entrance door met as soon as one reaches Maray and crossing a wide crevice to connect with the paths of Maray.

## Prerequisites

One prerequisite for solving this puzzle is to have completed the 5 first of the Railcart objectives. Another prerequisite is that the Platforms of Kaptar puzzle has completed the *Passing through the Temple interior* section and the West side of Kaptar has been reached.

## First contact

The entrance door closed
As soon as the red beam of Hunrath has been disabled, pass to the back of the Trainyard station building, follow the path to the left under a rock arch and then under a second arch and pass through the cell wall portal. On the other side, exit to the left and go down to the footwalk that crosses over the river, turn left enter the wooden building and cross again through the portal. On the other side walk up the Wall and before the first shielding structure, exit to the right. There is a spherical piece from Maray with a seed-swap device. Activating it swaps to the entrance of the Cell, but the only path forward meets a closed door, so all that can be done is return to Hunrath.

## Opening the door

The Maray-bound seed-swap device
After passing through the portal to the West side of Kaptar (see Prerequisites above), go up a first flight of stairs and there you find a room with a Maray-bound seed-swap device. Activate it. On Maray it only comes to an overlook over the entrance where there is a Villein control panel. Break all the connections to open the entrance. Since there is no other path here, swap back to Kaptar. Now, to enter through the door, there is another way back to Hunrath.

Opening the entrance door
Keep going up the stairs and when you come to a conglomeration of golden barnacles go left down a path to a room with a Hunrath-bound swap device. This swaps into Farley's vault, which has plenty of interesting items and documents to explore. After exploring the vault, go back through the mine you arrived from. It leads into Farley's Community Center. Open again the back door pass under the two rock archs and the wall portal, find again the first Maray-bound swap device and this time the way is open.

## Going over the crevice

A crevice to be crossed
On the way through the entrance door there is a recorded message on a stretch screen. Caroline Farley is giving directions of how to proceed. There is also a map showing the path she is indicationg. The bridge, however, has been disabled, and the control panel is seen at the far side. And there seems to be no other way, except for another Hunrath-bound seed-swap device met at the top of a wide crevice. Having no other choice, activate the device.

It swaps where a rock arch was passing over a canyon. Now it's gone, which means is was swapped to that crevice in Maray. Go back uphill, to the first Maray-bound seed-swap device area, which now contains a typical Hunrath tech device. Swap again to Maray, go through the entrance again and now the rock arch lets you go forth.
Forest

The **Forest** is the starting area of *Obduction*. It allows the player to become acquainted with the controls and serves as an introduction to the game. Its location on Earth is unknown, but it resembles Rocky Mountain forests in North America, a fact Robyn Miller used to name the song that originally played here before it was replaced. As the player travels down a linear path, the first part of Farley's group recording plays (albeit in a jumbled order), and a Collector Seed makes multiple appearances before swapping the player to Hunrath.

## Music heard here

* *Not Worth the Wistful Sentimentality of this Moment*
* *The Rabbit Hole*
Drink recipes

These drink recipes are found in the Tiki bar cave between Farley's Community Center and Downtown Hunrath.

Crash Site Tiki Bar on Hunrath
## Mo-Tang Blast

1 oz White Shine
0.5 oz Aged Hooch
3 oz Orange Astronaut Drink
1 oz fire plant juice
Then float
1 oz Black Hooch
0.5 oz Hard Stuff
Splash of Grenadine

## Perils of the Sea

2 oz Purple Mushroom Juice
2 oz Maray fruit juice
1 oz Simple Syrup
1 oz White Shine
1 oz Gold Tummy Buster

## Arai Tai

.5 oz Coconut Hooch
1.5 oz Spiced Shine
2 oz Maray fruit juice
3 oz fire plant juice
Splash of Grenadine

The recipe page also has a list of plants and what they taste like:

 Maray fruit | -  Citrus taste
Maray (Cell)

View of the cell of Maray
The **Maray cell** is the Villein settlement within the world of *Obduction*. In has been swapped in the world of Kaptar.

## Description

Maray is a place mostly consisting of tropical rainforest. The landscape has many big boulders and running water forming ponds and waterfalls. The presence of the Villein structures and their technology, leaves the natural environment in a pristine state. The sole animal species that is seen almost everywhere are birds of colorful plumage.

Outside of the cell wall, can be seen the gray cliffs and plateaus of the world of Kaptar, along with some small structures.

## The Map of Maray

Going through the Entryway of Maray, a map has been posted to help humans reach the Sign-in area. Due to the lockdown circumstances however, the bridges have been disabled and other paths have to be taken that are not shown in the map. A user generated map has been drawn that can be compared with the one of the entryway.

## Locations

* Entryway
* Gauntlet
* Heart
* Overlook Villa
* Podding station
* Sign-in area
* Silo
* Tree
* Villein armory
Garden

The Garden of Hunrath
The **Garden** is a location in Hunrath across from C.W.'s compound and close to the back side of the water tower. T It was, according to Mayor Janssen, planted "many years ago" and had supplied plenty of food to the inhabitants of Hunrath for many generations. As the player arrives in Hunrath however, the only plants to be seen have dried leaves. Some harvested potatoes are seen in a couple of crates and a few gardening tools.

## Description

There are ten raised beds in the Garden. A windmill at the one end of the garden might suggest it had been used to pump water, though no tubes are seen connected to its hub mechanism. The rail tracks pass through the Garden and reach the bottom of the water tower. The tracks might have been used to pump water up to the tower from wagons with water from the river, while also to water the beds.

Since the surrounding soil of the Arizona landscape doesn't look very fertile, it is plausible to think that the soil used in the beds may have come from one or more of the swapped areas that came to Hunrath from other places. Farley's Community Center seems to have the best soil, as it's the one place with plenty of grass and flowers. Even so, the soil of the beds in the Garden seems to have been enrchiched with a greyish material that fits in color with the one the Arai beetles make their hives with, presumably organic or rich in minerals
Motorized wheelchair

The **motorized wheelchair** is a backer reward item in *Obduction* that was put in the game for Justin "Jibjustin" Esparza, owner of Kahruvel Design and an Additional Design Backer. The model was created by Cyan after a short discussion with Justin. The wheelchair is a tribute to Janet Burress (“Pehpsee” in the *Myst* community) who died on 28 December 2004. Justin encountered Janet on Ubisoft's *Myst* forums and was the one to suggest spelling her forum moniker “Pepsi1953” in a more D’ni fashion to avoid Ubisoft’s rule against avatar names containing copyrighted product names. The motorized wheelchair is found in a shed in the Supply yard.
Honeymoon photograph

The **honeymoon photograph** is a backer reward item in *Obduction* that was put in the game for Cyan Forums member Jerle. It is found on the wall in the Farley's Community Center and features a man and a woman sitting on opposite sides of a railroad track. It is engraved with the following message:

Soulmates to the End

June 1944

The man and woman are Jerle's parents on their honeymoon in 1944.
Mofang

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

Drawing of a Mofang

Mofang killed during a standoff
The **Mofang** are one of the four species in *Obduction*, along with the Humans, Arai, and Villein. They are a technologically advanced species and were named by An Liang, who pulled their name from the Chinese word 模仿 (mó fǎng), which means "to imitate". Their Cell, Soria, was swapped away from its host planet and placed on Earth exactly where Hunrath was swapped from. Their Ambassador Seeds are paired with those from Hunrath, and they were the first of the four species to be contacted by humans.

Most Mofang were killed during the Mofang War when the WMD they sent to Kaptar was swapped back to Soria.

## Physical Description

Mofang are humanoid and are the most similar to humans of the three alien species. They are bipedal, relatively lightweight, and have minimal body hair. They also come in a variety of red to yellow colors. Their hands and feet have four digits each.

## Language

Mofang generate vocal sounds in a similar fashion to humans, though their language is mostly unpronounceable by humans. Mofang are very good at imitating sounds, though, so they learned enough of almost all of the human languages in Hunrath to permit at least basic communication. Their grammar must differ substantially from any human grammar, however, because they have difficulty following the rules of human languages.

## Technology

The Mofang are the most technologically advanced species in *Obduction*. It is not immediately obvious how to operate their techonology, but all of it follows a basic pattern: smooth pieces connected by bright red bands. The Mofang WMD, solid volume projectors, iMayor's hand weapon, and the Mofang seed-swap device all follow this pattern. There are several structures on the Mofang homeworld that can be seen from Hunrath that also follow this pattern, but it is unknown if they are naturally occurring or not.

## Mofang Characters of Interest

* Rookoh
* Chavar
* iMayor

## Trivia

* The Mofang are unable to see a light shade of blue very well (a fact that the inhabitants of Hunrath exploit at least once).

## References

1. ↑ Obduction Exploration Guide
2. ↑ Gauntlet letter
C.W.'s secondary tree speeches

*If the problem has been addressed, please edit this page and remove this notice. It will start with* `{{Upload` *and end with* `}}`.

*You can help us by uploading an image. here.
If the problems have been addressed, please edit this page and remove this notice. It will start with* `{{Upload` *and end with* `}}`.

**C.W.'s secondary tree speeches** are given to the player by C.W. through the window of his vault after connecting at least one tree but not all four. Each time the player rings for C.W. before connecting all the 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

Makin' progress!

Makin' progress.

It's nice not havin' to do all this myself.

You can just keep connectin' all the Trees, all the roots.

I gotta finish the plates 'round the Tree.

I'll get 'em connected to my battery.

If you ain't already done so, I need that battery cable plugged in.

Remember, everything connected.

### Follow-up #1

Pardon me, but you got Trees in other worlds, roots to connect.

And connect that cable on the side of the battery, if you ain't yet.

Go on, now.

### Follow-up #2

Son of a gun, this jawin' ain't gettin' the job done!

You gotta keep connectin' the roots in all the worlds.
Farley's Maray greeting

**Farley's Maray greeting** can be viewed at the entryway in Maray on a Villein imager inside the archway. It features Farley and was meant to assist the inhabitants of Hunrath in their trip to get podded during the Mofang War.

Farley's message at the Entryway of Maray
## Transcript

Don't panic.

This is the best way to keep everyone safe.

Just stay on this path and cross the first bridge.

Then keep going until you get to the sign-in area.

You'll get more information after you sign in.
Temple

The Temple of Kaptar
The **Temple** is a location in Kaptar. After passing the swing bridge of Kaptar, a long and windy path on the side of a steep crevice brings one to a plateau which forms the entrance of a Temple. From this plateau we also see the red beam of Kaptar, which, like in the case of Hunrath, keeps the dome of the cell impenetrable and therefore all the transit portals closed.

## Description

The interior of the Temple
The Temple was carved into the side of the rocky cliffs with large steps and pillars leading inside by a race who lived on the world of Kaptar long ago. The passage through it, however, is blocked by a huge docking station of a heavy cable platform. The machinery driving it is has big wheels and heavy chains, and there is a docking basin under the cable platform, but initially all this is not in operation. These machines were built by another race of the past, who succeeded the constuctors of the temples. Also from the front of the Temple, the Tree of Kaptar is notably visible but inaccessible.

Access to the inner parts of the Temple is gradual in the game. First one has to manage to get across the docking basin. The big flying cetacean-like creatures were fished out of the air by the giant hooks baited with Arai beetles and hauled in the basin for processing. When the hook is moved away, the other side becomes accessible and the interior of the Temple can be explored. There are steps going down to central inner area from where steps go back up in various directions, one of which leads to a new path. Even so, the Tree has to be reached from another way.
Items

There are many **items** seen while exploring *Obduction*. Most of them are part of the stage scenery and are purely cosmetic thought they may offer clues about the history of the place. Some of them can be picked up and inspected and a few of them offer clues for the game.

For a list of items placed in-game for Kickstarter Backers who pledged enough money, see Backer reward items.

## List of interactive items

*Main article:* List of interactive items

Toy fire truck near the Community Center
* Box of Infinite Complexity (Crankshaft cavern‏‎)
* Fire truck (near Farley's Community Center)
* Lantern (Entry Canyon)
* Portable record player (Tiki bar cave)
* Roscoe compass (Mayor's office)
* Rotary telephone (near the Gas station)
* String lights (Tiki bar cave)
* Victor phonogram (Tower basement)

## Items helpful for the game

* The Roscoe compass.
* The cash register in the Gas station offers a way to practice and translate Villein control panels.
* A telephone booth near the station, with letters on its rotary dial, helps with letter-to-number conversion.

## Other items

Children's drawings at Farley's Community Center
* Children's games and paintings in and around Farley's Community Center.
* A backgammon game, a card game and tools for pottery and carpentry found Downtown Hunrath.
* Auto mechanic tools mostly found in the garage.
* Household items such as buckets, pottery, chairs, baskets, tumblers, tubs, cans, barrels, etc.
* Heavy metalic parts, wagon wheels, cement-cinder blocks, tires, traffic cones, TV sets and other home appliances found in the Supply yard and the Scrapyard.
* A rich variety of items not seen elsewhere in Hunrath can be found in the Tiki bar cave.
Bosque

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

El Bosque
The **Bosque** (Spanish for "**Forest**") is one of the locations in Hunrath. It is located next to and along the river on the northern half of the Hunrath cell. The player has access to it after enabling the Waterfall and turning the swing bridge of Hunrath. At the end of the Bosque we come to the Sphere and its rotator before opening to the rest of the backside of Hunrath.

## Flora and fauna

An *American lady* seen flying through the Bosque
The trees of the Bosque are Cottonwood trees, most likely Fremont/Alamo Cottonwoods. The only type of fauna met in Hunrath are American lady butterflies flying around the Bosque. The fishing equipment indicates that fish must live in the river as well.

## Items found here

Along the Bosque various signs of past human presence are to be seen. Benches by the river, fishing poles, a row boat, a hammock, tub and washboard, cooking pot, and when we reach the opposite bank, we also see a painter's canvas depicting the Bosque.
Hartnell Letter

The **Hartnell Letter** is a document in *Obduction*. It is found in Farley's Community Center and was written by the grandson of John Hartnell, Sr.

The first page of the Hartnell Letter

The second page
## Contents

I shall document the curious events that have transpired with myself, my family, friends, and coworkers. Hartnell was a peaceful mining town founded by my grandfather and nestled within the red rock of the desert in the Arizona Territory. Its 163 inhabitants heard a mighty explosion on the night of June 27th, 1903. I sent several workers through the town to verify that the explosion had not caused any injuries or damage to mining equipment. They returned and reported that it must have been a loud clap of thunder caused by dry lightning for they found no damage. It was not until the light of the next morning that we were amazed to realize something profound had indeed occurred. At some point during that night, our entire mining facility, and a large circle of the land around it, seemed to have been scooped up and carried off to a completely different place - all without anyone knowing about it.

The entire landscape outside of our circle of desert could only be described as alien. Large, floating rocks could be seen in the distance. No one had ever seen anything like it, anywhere on Earth. We fully explored our new surroundings, hoping to find a way home. No way home was ever found. In fact, we soon discovered what we take for granted now - not only could we not get back home, we could also not access the landscape outside the desert. Curiously, we discovered that a flow of water was provided from a high point of rock, and we discovered a small tree growing in the very center of the circle. Our central Tree that is so important to our lives here was just a mere sapling back then.
Cable car

**Cable cars** commonly refer to cable transportation whether as aerial lifts or cable railways. The cables cars met in *Obduction* combine some of these features, though not in a usual way. In the cell of Kaptar we find metal platform lifts carried across the rocky world by extra heavy chains, while in the cell of Maray we find an aerial pod lift running along a dual overhead rail.

## The cable cars of Kaptar

One of the cable cars of Kaptar
at its docking station
There are two identical cable cars, or platforms, in Kaptar, driven by heavy chains which circle around big verical wheels at the two ends. The return chain passes under the moving platform and fixed to it is a fish hook big as an anchor of a ship. According to a document titled *Species Description*, this huge hook was used by the race who created the machinery to catch cetacean-sized flying creatures whose bones we get to pass by in the game. The huge hooks were baited with Arai beatles. When a hook arrives at the one side, it enters a docking basin, while at the opposite end the corresponding platform reaches its overhead docking platform.

There is a lever on the platform that sets the whole chain in motion. However for this to happen, the central power system of Kaptar has to be set in motion first. If a platform is not present at the one side, it cannot be called to get there. It has to be driven there form the opposite side.

## The cable car of Maray

The *pod* at its initial docking station
After having solved the Gauntlet maze puzzle, we gain access to the cable car docking station, also referred to as the Podding station. A *pod* has to be prepared and raised in place on the upper platform. When one walks into the pod, it closes around its passenger while in a standing position, and sets off automatically. It is driven along a dual overhead rail that apart from its two fixed ends at the docking stations, is held in position by force field devices that suspend the rails in mid air along its path. Three doors along its path have to be open to complete the journey to the end station. Two of them the player can open on solving different configurations of the maze. Further on, a third one is found open by itself or by the vocalized command of Villein Trar.

* The cable car setting off from the Podding station
* The rails passing along the North edge of the Cell
* The cable car reaching the Silo docking station
Kerosene keg

The **kerosene keg** is a Backer reward item in *Obduction* that was put in the game for Joseph Garnsey, a Supporting Producer. It is the only backer reward item that is found in two places, both of which are in the Mineshaft: The first is near the swapped-out Puzzlisimo piece, and the second is in the tunnel nearby. There is only one original keg, however, and Joseph sent photos of it to Cyan to use for reference. The original keg is from the 1870s.

## References

1. ↑ 5 October 2016 Facebook message from Joseph Garnsey to TheFloydman
2. ↑ 6 October 2016 Facebook message from Joseph Garnsey to TheFloydman
C.W.'s power speeches

**C.W.'s power speeches** are given to the player by C.W. through the window of his vault before the power is turned on. Each time the player rings for C.W. before the power is turned on, 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.*

### Introduction

[garbled]

What took you so blasted long!?

You shoulda been...

I thought you'd all been...

Who the devil are you?

[ sighs ]

Good Lord. A new one?

Now?

It's a bad time to be arrivin' here.

They should have listened to me...

[ sighs ]

Well... I'm goin' home.

Maybe it's good timing for you.

You might spend a lot less time in this prison than the rest of us has.

All righty.

Maybe it's good timing for me.

No more waitin' around.

I guess I could do it all on my own if I had to, but...

well... could speed things up a bit with your help.

First off...

you should know that this whole place has been battened down for...

...that whole karffin' Mofang battle.

We gotta get everything unbattened.

And I got me a bit of power here, but I'm gonna need it all.

If you can concern yourself with that...

... get all the power lines hummin'...

I'll be workin' on my devices.

Now...

Let's get the hell out of this place.

### Follow-up #1

Perhaps I weren't as clear as I needed to be.

Now, you get the karffin' power turned on, while I work on my part here.

I ain't got no time for hand holdin'.

### Follow-up #2

You think this is some kind of crazy game?

Go turn on the power or I'll do it myself.

### Follow-up #3

If you ain't plannin' to be useful, at least be so kind as to keep from wastin' my time.

## Trivia

* "Who the devil are you?" is a line taken directly from *Myst*, where Atrus says it to the player.
Mofang disabler document

The **Mofang disabler document** is found in C.W.'s workshop. It consists of notes C.W. made about the Mofang disabler that was gifted to the humans by the Villein.

The Mofang disabler notes
## Transcript

Mofang Disabler (Villein technology)

Notes from Aprar

1. Designed to disable anything based on Mofang technology
2. Disables when blue beam/cloud is within about 1.5 feet of any Mofang device element
3. Elements physically collapse (re-assembly is possible, but non-trivial)
4. Aprar assures me that it's not harmful (still not pointing it at my head)
5. Rookoh has not been told that the Villeins provided it
Entry canyon kiosk recording/ru

**Киоск "Добро пожаловать в Хунрат"** находится в каньоне на краю Хунрата, куда перемещается главный герой игры. Это Видео-киоск, записанный С.В., в котором мэр Янссен приветствует новоприбывшего.

## Содержание

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]
Hello!
Bonjour!
Ciao!
Hola!
Hallo!
Shorah!
Nǐ hǎo!
Здравствуйте. Добро пожаловать в Хунрат.
Меня зовут Йозеф,
здесь я являюсь мэром.
Должно быть, вы сбиты с толку и дозориентированы, но позвольте вас заверить, все будет хорошо.
Вы не первый прошедший через подобный опыт,
потому те, кто появился здесь раньше Вас, помогут Вам адаптироваться.
Следуйте по тропе к дому с белым забором.
Фарли встретит Вас и познакомит с новой жизнью здесь.
[помехи]

## Примечания

* "Shorah" является отсылкой к другому проекту Cyan - вселенной *Myst*, и означает "мир" на языке Д'ни. Это слово играет роль как приветствия, так и прощания.
* Языки, употребляемые в обращении: Английский, Французский, Итальянский, Испанский, Немецкий, Д'ни, Китайский.
Farley's audio journal

**Farley's Audio Journal** is an audio recording played via a tape recorder found inside Farley's Community Center. It was recorded just prior to her Community Center kiosk recording.

## Transcript

[click]

Well...

I...

I feel like I should...

I should say something.

[breath]

We...

We haven't heard from Chavar, so...

well...

[choking up]

[click]

Um...

so we assume that Ch-Chavar...

Well

[stutters]

that the attack is inevitable.

It's...

we...

we just don't know when.

So...

Um...

Chavar and her family...

Um...

and others she trusts, I guess...

Well, they'll arrive when they can, um...

when they can.

Without um...

giving...

you know, like...

covertly. Uh...

[click]

[clears throat]

Um...

so the plan will happen.

In spite of our, um...

[deep breath]

My God.

[pause]

[breath]

We-We're, uh, locking down as much as possible here...

and moving everybody out. Um...

C.W. will stay...

here.

And, uh...

I'll go to Maray at the last possible moment.

[click]

Um...

most are gone.

There's just a few, uh, left here now.

The mayor got out early.

[chuckles]

Um, I don't even know why I'm recording this.

It's...

uh...

It's like somehow we'll live on or something?

Um...

I guess this has meaning if someone listens, but...

[chuckles]

who?

A new one?

[chuckles]

A new arriver.

Oh! God, the kiosk out front, uh, I need to update that message.

[footsteps moving away]

[door squeak]

[footsteps coming back]

[click]
Mayor's Imager Requests

**Mayor's Imager Requests** is a Document in *Obduction*. It is found in C.W.'s workshop and serves as a checklist for which of Mayor Janssen's requested video kiosks C.W. had successfully constructed.

The Mayor's imager requests
## Contents

Mayor's Imager Requests

\_\*\_ Entry Canyon

\_\*\_ Farley's House

\_\*\_ Center of Town

\_\*\_ Tree

\_\*\_ Water Source (waterfall)

\_ \_ Membrane (wall, cell, ??)

\_ \_ The Wall / Tower

\_ \_ Locomotive Power Generator

\_ \_ Scrapyard / Garage
Heart

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

The entrance to the Heart in Maray

Heart connection from Kaptar to Hunrath

Heart connection from Maray to Kaptar

Heart connection from Soria to Hunrath
**Heart** is the term used for the interconnected chambers under the Trees. A valve must be turned on in each, to fill the cavity under the roots of the Tree with water, and thereby to restore its health. In all four cases, the entrance to this area is a winding tunnel starting at the base of each Tree. At the bottom chamber, three more corridors passing across space connect with the other three Trees. The passage between Trees, however, is only enabled between those whose health has been restored.

## Colors of Cells

The color that identifies each Cell is seen in the Heart under each Tree, or if not connected yet, in the closed portal towards another Tree.

* Orange for Hunrath
* Blue for Kaptar
* Green for Maray
* Red for Soria
Cell

Planet Soria seen through the dome of Hunrath
A **Cell** in *Obduction* (also referred to as a **sphere**) is a spherical portion of a planet that has been swapped with an exact-size sphere from another planet because of the (theoretical) actions of a pair of Mother Seeds. A Cell is surrounded by a transparent membrane or *dome* that cannot be crossed. It transports anyone or anything that goes past it to the exact opposite side of the Cell. Red beam devices that block this transport were placed in Hunrath, Kaptar, and Maray during the Mofang War.

## Known Cells

There are four Cells encountered in *Obduction*:

* Hunrath, the human sphere taken from Earth
* Soria, the Mofang sphere taken from the planet Soria
* Kaptar, the Arai sphere taken from the planet Kaptar
* Maray, the Villein sphere taken from the planet Maray

## References

1. ↑ Seed Information
2. ↑ War Room Document
3. ↑ Species Description
4. ↑ C.W.'s red beam speeches
Tree kiosk recording

The **Tree kiosk recording** can be played at the Tree kiosk outside the wall of the Hunrath Tree. It was recorded by C.W. and features Mayor Jannsen explaining the importance of the Tree.

Mayor Jannsen's Tree recording
## Transcript

[fanfare]

This is the Tree.

It has been here in Hunrath for as long as anyone can remember.

Its health is intimately tied to everything in our little greenhouse...

our cell we live in...

our ecosystem.

It has provided many surprises over the years, including some interesting seeds that you'll learn more about.

Many have postulated, yet we really know very little about its origins.

But we do know it should be cherished and protected.

[static]
Mofang disabler

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

A disabler used for testing
The **Mofang disabler** is a device of Villein technology. Two such devices were gifted by the Villein to the humans to protect them during the Mofang War. The blue beam initially seen near the red beam in Hunrath comes from such a device. Later the player encounters two more such disablers in Maray. The disablers, as the name suggests, disable all devices of Mofang technology, such as the red beams, solid volume projectors, and WMDs.

## The workshop testing disabler

As soon as access to C.W.'s workshop is gained, a Mofang disabler is found on a workbench mounted on a rotatble base with a button that activates it. It can be pointed to a nearby solid volume projector also used for testing, to demonstrate its disabling action. On the same bench is the Mofang disabler document with information about the device.

## The railcart disabler

The disabler mounted on the railcart
Another Mofang disabler has been mounted on the front part of the railcart. Initially this device is active and from it is projected the blue beam seen outside. When the cart is lowered on the railtracks of Hunrath, it can be used to disable various solid volume projectors. A document about them is found on another bench of the workshop.

## Disabler action

A disabled Solid Volume Projector
The blue beam emitted by the disabler has to be pointed on or within 1.5 feet (45 cm) of the Mofang device, which then physically breaks apart and remains inactive. Its parts no more levitate but remain fallen on the ground. In the case of imagers, their solid volume projections disappear instantly. The Villein have reasured the humans that the disablers do no further harm to anyone or anything non-Mofang. They also stated that re-assembly of the device is possible, but not in any easy way.

## References

1. ↑ Mofang disabler document Elements physically collapse (re-assembly is possible, but non-trivial)
Jaing Qiuyu

**Jaing Qiuyu** is one of the characters in *Obduction*. He is only encountered while in his pod in the Silo. Jaing was abducted at the age of 37 while skiing at Mt. Hood, Oregon in March 2042 and arrived in Hunrath on 16,717 AH. He is believed to be the last New Arriver in Hunrath until the player arrives.
Maray (World)

Maray planet seen through the dome of Kaptar

**Maray** is one of the worlds in *Obduction*. The Kaptar Cell was swapped here. Maray is the planet the Villein originate from. It cannot be properly called their *homeworld* because the Villein colonized many planets. Views of this world can be seen through the cell wall of Kaptar.

Just like the corresponding Cell, the World of Maray looks like a pristine tropical forest with the same type of colorful birds flying about. Some terraces observed look like natural formations, though they could also be signs of some artificial constructions.
New Arriver

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

The cave where new arrivals are swaped to
**New Arriver** is a term used for humans who arrive in Hunrath after the initial swapping of the Cell from Arizona. This happens by means of pairs of Collector Seeds. When the Tree of Hunrath drops such a seed, its 'twin seed' searches for a person who is most probably in mortal danger and activates itself so that it swaps to Hunrath the person along with a spherical part of its environment.

A recorded welcome message by Mayor Janssen
The inhabitants of Hunrath eventually started placing all new such seeds in a cave at the end of the Entry Canyon to facilite the experience of new arrivers, as well as to to collect any resources that may have come along with them. For the new arrivers, Mayor Josef Pieter Janssen ordered some solid volume projectors to be placed along their path, with messages to guide them to the appropriate place and also to introduce some main locations like Downtown Hunrath, the Tree, etc.

New Arrivers were first guided to visit the Community Center where they were asked to enter some information about their abduction. From the entries it becomes obvious that arrivals to Hunrath do not have a chronologically linear origin. They come from various Earth dates, both past and future, and most mentioned their state of imminent peril. The last New Arriver who signed the guestbook was Jaing Qiuyu coming in from Portland of 2042.

## References

1. ↑ Seed Information found in Farley's Community Center
C.W.

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

**C.W.** (first name **Cecil**) is one of the main characters in *Obduction*. He is the only human the player interacts with in person, though this occurs almost exclusively through the window of his vault. C.W. was abducted in 1870 in a forest that was probably located in the Southern United States. At the time of his abduction, he was about to be hanged. He left behind his wife Emma and young Scarlett, his daughter.

Even so, C.W. feels hemmed in by the limits of Hunrath and wants to "go home". During the game he is working on setting up his Focal panels by the Tree and use it as a huge swap device to move the whole Cell back to Earth.

C.W. is portrayed by Robyn Miller, brother of Rand Miller, game developer and co-founder of Cyan, Inc. Robyn also composed the Obduction Soundtrack.

## Trivia

1870 was during the Reconstruction era. Violence and hangings in the Southern United States were quite commonplace at the time.

## References

1. ↑ Farley's group recording
2. ↑ C.W.'s red beam speeches
3. ↑ C.W.'s journal *And she (Emma) and Scarlett have been on my mind quite a bit. ...I was captured and about to be hung by the neck - so I suppose either way I never would have seen my wife and daughter again.*
4. ↑ Games by Robyn Miller
Achievements

There are 15 **achievements** in the Steam version of *Obduction*. Most are unlocked during the normal course of the game, while some are granted for completing optional tasks. One is exclusive to Kickstarter Backers.

## Trivia

* The icons for the *The Glow Must Flow*, *Chain My Heart*, *Verdant Pulse*, and *My Heart Soars* achievements can be combined into one image:
C.W./ru

**С. В.**, где инициал "С" означает **"Сесил"**, один из персонажей *Obduction*.

## Общая информация

Сесил является единственным человеком, с которым игрок общается непосредственно, несмотря на то, что большую часть времени он остается закрытым в своем бункере, разговаривая с главным героем через небольшое окошко.

С.В. играл большую роль в объединении технологий, которые были заброшены в Хунрат из разных уголков Земли, из разных времен и из разных миров. По просьбе мэра Бенджамина Симса, Сесил построил Гаситель, опираясь на технологии Виллейнов. Также он освоил проектора твердых тел, подаренный Мофангами, создав информационные киоски. Однако главной целью С.В. является возвращение домой, на Землю. Решению этой задачи он посвятил годы и, оставшись в одиночестве, принялся за окончательное воплощение своего плана.

Роль С.В. исполняет Робин Миллер, брат Ренда Миллера, соучредитель Cyan, Inc., который также написал саундтрек игры.

## Обстоятельства Похищения

С.В. был похищен в 1870, находясь в лесу,  который, вероятно, располагался в южной части США.
Fallen tree

The **fallen tree** is a backer reward item in *Obduction* that was put in the game for OpenUru.org, a website dedicated to the creation of community content for *Uru* and the greater *Myst* universe. It was originally found near the Maze in Maray but was moved to a path near the start of Maray in Update 1.4.2. The shadow cast by the tree forms the symbol of the Guild of Maintainers.
Compass

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

The two compasses on the Mayor's desk
There are two items in *Obduction* referred to as a **compass**:

1. The **Roscoe compass**, an item crucial to completing the game.
2. The gear compass, a Backer reward item.

Both compasses are found on the desk in the Mayor's office. One of them hides an important clue.

## Trivia

The Roscoe compass keeps changing direction.
Earth

The Forest where the game starts on Earth
**Earth** is one of the worlds in *Obduction*. On the one hand, the game starts in the Forest, a place on Earth. The cell of Soria, has been swapped with the mining town of Hartnell, a place of the ex Arizona Territory (1863 - 1912). Reaching that cell, which was destroyed at the last phase of the Mofang War, there is a hill with two overlooks from which views of that area of the Earth can be seen. What is seen is a place destroyed by a nuclear weapon, with dark clouds hovering all over. The date of this happening cannot be estimated, as we learn that New Arrivers (one of which is the player) appear in Hunrath from a wide range of Earth dates.
Guestbook

The **guestbook** is a document in *Obduction* that is found in Farley's Community Center. New Arrivers to Hunrath were asked to enter some information about their abduction. It was in use starting sometime before 12,000 AH, and its contents were emptied and filed multiple times.

The guestbook at the Community Center
## Contents

Welcome to Hunrath. Please give us a bit of information about you, so we can get to know you a little better.

Name:

Date you came from (please use 4 digit year):

Where you came from (country and city):

Circumstance under which you were taken (please note any dangers you noticed):

Emptied & Filed:

12,000 AH

13,000 AH

15,000 AH

Samuel Caron

January 2017

Manakara, Madagascar

I had just arrived and was driving my supply truck along the coast, south of Manakara, when I recall being washed away and the seed appeared.

15,257 AH (Male - 61)

Uzziel Regenbogen

1942 - March

Lübeck, Germany

The last thing I recall is a large rumbling while I was hiding in the cellar of a vacant building. I ran toward a bright light in a stairwell.

15,841 AH (male -26)

Maria Gallego

9/1988

Cozemel, Mexico

On my boat and bad storm

16,023 AH (female - 46)

Jaing Qiuyu

March of 2042

Portland, United States of America

skiing, mt hood

16,717 AH (Male- 37)
"Ambassador Seed" Swap Machine Functionality

**"Ambassador Seed" Swap Machine Functionality** is a document in *Obduction*. It is found in C.W.'s workshop and explains how seed-swap devices use Ambassador Seeds to perform swapping of certain areas.

The swap machine functionality document
## Contents

"Ambassador Seed" Swap Machine Functionality

\* radius of swap sphere is defined at first swap (immutable)

\* seeds recharge naturally from ubiquitous ambient membrane power radiation (tied to tree health)

\* forcing seed open triggers "prep" behavior - radius demarcation

\* small battery added to amplify ambient membrane power (charges continuously)

\* parabolic focusing of power used to trigger seed swap behavior

\* locking location of "swap" machines assures predictability - no unanticipated damage

\* radius demarcation also occurs at same location in destination sphere

\* without a pair seed defining the destination swap location, the destination coordinates match the source

\* voila - swapping on demand