recursal/Fanatic-Fandom huggingface dataset:
Box of Infinite Complexity

The Box of infinite Complexity
The **Box of Infinite Complexity** is a device that is found in Crankshaft cavern in Kaptar. It originates from the russian submarine in the Submarine cave, as it is found listed in the Submarine Parts Salvage Log as a "retro encabulator." The reason it was brought to Kaptar is unknown.

## Description

Box of I.C. hanging from the stairway
At the top of the grey metalic panel of the box is a row of 20 seven-segment displays with incandescent filaments that can be filled in with numbers. Below them are various arrangements of rotary switches, buttons and toggle swiches, as well as a double column of green lights numbered vertically from 1 to 7, with two lights at the left and the right of each nuber. The switches and buttons produce various changes in the combinations on these lights. All of the green lights can be turned on except for the one on the right side of the number 5. The letter buttons spell БЛЕИК БЬЕРКЕ, which is russian writing for Blake Bjerke, the name of the design artist.

A battery fixed to the right of the box is clipped to wires going into the device. The battery is a sealed type that can operate upright or even when slanted vertically.

Russian phrase "boondoggle" at its back

Box of I.C. after falling from the stairway
## In game role

The Box of Infinite Complexity appears to be a complicated puzzle, but in fact, it has no bearing whatsoever on the game or story. The back of the box is stamped with the Russian phrase "заниматься бессмысленным делом", which translates to "boondoggle", a pointless task.

Initially the Box is found in an upright position in the cave and can be easily inspected from both sides. When access to the overhead catwalk of the cave has been gained, a ramp has to be lowered to enable access to the catwalk from the rest of the cave. This causes the Box to be raised upwards in a slanted position, as it is connected to the opposite arm of the lowered ramp. Even so, the panel of the Box is accessible from the top of the stairs, numbers can still be entered and buttons operated.

If the Box of Infinite Complexity code is entered by pressing the buttons, the Box will fall to the ground, granting the Sweet Revenge achievement.

## Easter egg codes

From *Obduction* version 1.6.0 onwards, after the box is made to fall from the ramp, when one of a number of Easter Egg codes is entered in the display of the Box, it causes an image to be projected from the slide projector at Farley's Community Center. For a list of these codes and the images they correspond to, see Easter Egg Codes.

## References

1. ↑ A possible reference to a fictional machine and an in-joke among engineers. [1]
2. ↑ literally "to do a meaningless deed"
C.W.'s journal

**C.W.'s journal** is a document in *Obduction* that is found in the submarine cave under the Waterfall. It was written by C.W. and consists of a single entry that identifies his wife and daughter back on Earth as Emma and Scarlett, respectively. It also clarifies the circumstance of his abduction: He was about to be hanged for an unknown reason. It is undated, but it must have been written within about ten years of the start of the game because the young girl he names, Claire, is still a child in her pod in Maray. The journal was added to *Obduction* for the PS4 release and, as of version 1.7.0, has now been added to the PC/Mac release.

C.W's Journal

Location of the Journal in the submarine cave
## Contents

I ain’t lying. I been hurting a bit. Farley suggested I might write some stuff down… that it might ease the pall. She said it’s helped others. I ain’t got a lot of hope for that, but I reckon I got nothing to lose.

I haven’t mentioned Emma to many folks around here. And she and Scarlett have been on my mind quite a bit. I’ve got a dull ache in the back of my brain that occasionally rings back there like a broken church bell. The thought of them resonates… but, I guess what grieves me is that the ringing is quieter. I’m forgetting… losing them. It’s been a long time.

I saw sweet Claire playing with a truck outside Farley’s a few days ago. It brung back memories of Scarlett, but I have a hard time picturing her face anymore.

It’s a sad thing, losing them we love. I suppose it’s a mixed blessing that the memories start to fade. At least the deep hurt goes away.

But it’s replaced by a dull longing - that bell that keeps ringing. And then there’s a guilt - a sorrowful guilt that creeps up and tells me I should be better at remembering. Sometimes, it’s hard to bear.

When I was brung here 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. That’s cold comfort.

This writing don’t help much. It dredges the hurt up. I think my work distracts me - I’ll stick with that.
Kaptar (World)

Kaptar planet seen through the dome of Maray

**Kaptar** is one of the worlds in *Obduction*. The Maray Cell was swapped here. It is the planet where the Arai originate from. Views of this world can be seen through the cell wall of Maray.

Apart from the Arai, two more intelligent species have lived in the past on the planet of Kaptar. One made temples, monuments and cave paintings, and later another made heavy machines for fishing the flying creatures, lifts and bridges. Relics of both are seen in the cell of Kaptar.
World

View of Maray from the cell of Kaptar
There are five **Worlds** or **planets** in *Obduction*, but only four that can be observed in detail. A World is seen surrounding each of the Cells. Although Cells are embedded in Worlds, and from inside a Cell parts of the surrounding World can be seen (but not reached), from the standpoint of the World, the Cell is completely invisible and occupies no space.

From various documents, and the in-game experience during the introduction, we learn how humans on Earth met by Collector Seeds get swapped to Hunrath. This could be the case between other Worlds the inhabitants of which became swapped to the corresponding Cell. In Kaptar we do see three spheres that were swapped there from the world of Kaptar, which might have resulted in Arai New Arrivers.

For the Villein we learn that their whole Cell was *"scooped out of a Villein resettlement group that was preparing to set off into space to find a new homeworld."*

## List of Worlds

* Diaspora
* Earth
* Soria
* Kaptar
* Maray

## References

1. ↑ Farley's journal, 16,333 AH
2. ↑ Species Description#Villein
Josef Pieter Janssen

**Josef Pieter Janssen**, mostly called **Mayor Janssen** by the inhabitants of Hunrath, is one of the characters in Obduction.

## Summary

Josef is the sixth mayor of Hunrath. Through prerecorded messages he serves as a guide, giving the player information about the town. He was one of the first people to get podded. Later in the game, a Mofang poses as the mayor but is killed by Trar.

Josef is portrayed by actor Patrick Treadway

## References

1. ↑ Farley's audio journal
2. ↑ Farley's group recording
Update 1.5.1

**Update 1.5.1** was an update released for *Obduction* on 30 March 2017.

## Official Notes

This is the first of two hotfixes. We are working hard to address the issues brought up by the community.

**Known issues:**

* nVidia Lens Matched Shading is temporarily disabled on HTC Vive while we investigate an issue we found.
* Teleport mode has trouble moving the player through some portals in game. We're aware of the issue, are working on it now, and expect to have a fix for the issue in the next update.

**Art**

-Kaptar

* Fixes to stop the player from being pushed off of the rotating bridge
* Guides should now show correctly on the winch
* Tweaks to stop the player getting caught on collision

-Hunrath

* Improvements to various buildings to stop players from putting their head through solid walls while in VR
* Adjusted collision on Swing Bridge
* Player should no longer be able to get stuck behind the gas tank
* Fixed up the scrapyard bucket ride. Bucket should no longer shake the player when descending.
* Fixed bad lighting in Farley's house
* Fixed bad reflections in Farley's house
* Improved lighting on Hunrath tower
* Art tweaks to Hunrath tower

**Technical**

* Misc tweaks for player collision with interactive objects
* Game should no longer start SteamVR while running in desktop mode
* Player should no longer be able to reach through and teleport beyond locked portals
* Player is no longer allowed to pause the game during the ending sequence
* Fixed the issue where the Vive tracking would seem to fail in pause menu
* Fixed teleporting into disabled dome
* Fixed the tape recorder being hard to reach while seated in VR
* The tape recorder should no longer rocket you to the moon
* Tape recorder should no longer dissapear when set down
* The tape recorder will no longer cause a crash when placed below the player's feet
* Players can no longer use teleport mode to enter the water
* Kaptar coupler controls should work correctly with motion controls in non-teleport mode
* Player can no longer use teleport mode to enter the large sphere in Hunrath while it's spinning
* Tweaks to keep the teleport arrow on the ground
* Improvement to resolution quality on Vive
* Made the Vive menu a fair bit larger

**Misc**

* Fixes for some textures in VR
* Introduced click to teleport instead of touch to teleport on Vive controllers due to touch sensitivity issues on the Vive controllers
* Improvements to displaying books in VR
* Misc tweaks to help reduce players falling from rides and elevators
* Fixes for the end of the credits sequence
* Tweaks to motion controllers interacting with some levers
* Improvements to Teleport mode arrow, should no longer show up in incorrect locations
* Fixed a couple of odd conditions where the player can fall out of the world

**Menus**

* Tweaks for the menu when in VR standing and seated modes
* Updated UIs for Oculus Touch and Vive motion controls
* Oculus and Vive UIs should no longer overlap
* Tweaks to the menus while using an Oculus Rift

**Localization**

* Menu updates for De, Fr, It, Pt, Ru, Sp

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/575739788021063790
Puzzles

**Puzzles** are one of the key gameplay features of *Obduction*. Whereas the walkthrough offers a direct and continuous way through the game, this series of articles aims more at explaining the particulars of each puzzle, its prerequisites, and its role in the overall gameplay.

**Sequence of puzzles** (**Spoiler warning!**)

## Hunrath

* Power generator puzzle : *How to restore power to most of Hunrath*
* Railcart objectives : *What you can accomplish with the railcart*
* Community Center puzzle : *How to gain access to Farley's Community Center*
* Additional power puzzle : *How to restore the rest of the power to Hunrath*
* Tower entry puzzle : *How to gain access to the Tower*
* Tower elevator puzzle : *How to restore power to the elevator in the Tower and gain access to the basement and the Tower overlook*
* Hunrath Tree puzzle : *How to gain access to the Heart of the Hurath Tree and restore its health*

## Kaptar

* Kaptar swing bridge puzzle : *How to operate the swing bridge in Kaptar*
* Crankshaft cavern puzzle : *How to restore power to Kaptar*
* Platforms of Kaptar puzzle : *How to reach the overhead catwalk of the Crankshaft Cavern*
* Polyarch antechamber puzzle : *How to pass through the antechamber and reach the Tree of Kaptar*

## Maray

* Maray entrance puzzle : *How to open the entrance door of Maray*
* Gauntlet domes puzzle : *How to cross the first three domes in Maray*
* Gauntlet maze puzzle : *How to solve the Gauntlet maze*
* Maray Tree puzzle : *How to connect the Tree of Maray to the Heart*

## Soria

* Soria Tree puzzle : *How to connect the Tree of Soria to the Heart*

## See also

* Maray Bridge Panel Configurations
* Gauntlet Maze Solver
Walkthrough

The following is a list of the 16 parts of the **walkthrough** for Obduction. It offers a direct and continuous way through the game. There is also a series of articles for all the Puzzles, focusing more at the particulars of each puzzle, its prerequisites, and its role in the overall gameplay. A HintThrough is also available as an alternative of the walkthrough.

## Walkthrough

1. Introduction
2. Welcome to Hunrath
3. Finding the Generator
4. Exploring C.W.'s Workshop
5. Getting Things Ready
6. Opening New Paths
7. A New Horizon
8. Unlocking the Tower
9. Reactivating Ancient Gears
10. The Way to the Roots
11. The Red Beam of Maray
12. Seed Swapping Mayhem
13. Visit a Desolation
14. Rotating the Labyrinth
15. The Fate of Maray
16. Just One Thing Left
Mofang technology

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

Solid volume projector projecting an imager rock
**Mofang technology** includes all devices of the Mofang along with the unfathomable mechanics that underlies their operation. In appearance at least, they are the most concise of any of the other species' devices. The Villein seem to have understood enough of their operation to create Mofang disablers that can disable any one of them if pointed on it, or close enough to it. Also their ability to create a physical disguise as someone else, like in the case of iMayor, is part of their technology. Most of the non-weaponized devices met in *Obduction* have been gived from the Mofang to the humans and have been adapted for certain uses.

## Devices of Mofang tech

* Solid volume projectors (used in kiosks and imager rocks in Hurath)
* Red beam canons (modified solid volume projectors)
* Seed-swap device (a Mofang tech one is seen by the WMD in Maray)
* Mofang WMD
* Mofang hand weapon
* Structures caracteristic of Mofang tech seen through the cell of Hunrath on the world of Soria, as well as in the cell of Soria.

## Description

The WMD in Maray at its opening stage
Mofang technology can be recognized by its shiny dark red geometrical forms with smoothly rounded edges, and the bright red illuminated lines intersecting its surfaces. When active, the elements of some devices levitate in a closed formation. In the case of kiosks and WMDs, proximity triggers an opening stage and their elements separate from each other keeping a set distance between them. In the case of the WMD, one step further triggers an expanding explosion. In the case of kiosks, a button can start the reproduction of a holographic recording.

## Devices observed in the cell of Soria

Although the Mofang WMD was detonated in this cell and most of it has been destroyed, the devices of Mofang technology found here, unlike devices disabled by a Mofang disabler, look very damaged but still flicker and fizzle in an erratical way.

* Mofang devices surrounding the Hunrath swap sphere.
* Mofang devices flickering erratically in devastated Soria.
* Mofang device on a sphere of Soria swapped to Hunrath.
Slide projector

The slide projector at the Community Center
The **slide projector** is a device found in Farley's Community Center facing an open projection screen with a map of Hunrath. A bit to the right is a notice board with a pull-down projection screen.

## Description

The initial pattern projected on the map of Hunrath
The slide projector of the Community Center is a galvanized metal one of the 1950's, very similar to a Midway Mansfield projector of that decade, with an additional tray for film roll. It has a two-slides loader tray which changes position when clicked. It is fixed on a rotatable base on a table and has a switch to turn it on.

## In game role

The intial slide projects a circle that should fit the perimeter of the map of Hunrath to locate correctly a spot indicating a place. The other slide has a dot pattern that makes no sense on the map, but if the screen to the right is pulled down to the correct level, and the projector turned to combine its pattern with the one of the screen, a Villain number pattern is shown. Both are clues for the Tower entry puzzle.
Trar/ru

**Трар** (наряду с Апраром и Орбаром) является Виллейном из числа Оставшихся, задача которого заключалась в охране Шахты. Он пытался остановить Мофанга-самозванца и не допустить активации ОМП в Марае. Вступив в схватку с противником, Трар был серьезно ранен - главный герой находит его среди обломков здания. Виллейн пытается указать на капсулу под номером 222, в которой находится настоящий мэр.

После уничтожения ОМП, Трар активирует разморозку всех капсул, находящихся в Шахте.
IMayor's speeches

**iMayor's speeches** are given to the player by iMayor on the video screens throughout Maray. The player encounters a new speech each time they approach a video screen until they have listened to them all, after which they only encounter static.

## Transcript

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

### Introduction

[blast]

[blast]

This be unexpected.

Good good...

but happy.

[blast]

Good...

Very good time to be come here now.

I am not know who you are but...

I could use help.

Watch!

I am...

trapped.

Not...

can move.

[sharp blasts]

These beasts, called Villeins, they are...

much danger.

Just look...

around.

They live...

below water.

And they are keeping--

storing us!

For food!

You will see, as you go.

Come.

I cannot be here.

Find a way to me.

And...

I can...

figure this out.

### Follow-up #1

Why?

Are you waiting for some purpose?

I'd prefer you hurry!

### Follow-up #2

I...

This...

desperate situation up here.

If you could, please!

Hurry!

I appreciate!

### Follow-up #3

I fear for safety!

You are not...

You are making very bad decisions!

### Follow-up #4

Hey...

hey!

Do you see the problem is?

The beast is trying to kill me!

[sharp blasts]

I have weapon, but beast has trap.

### Follow-up #5

[exasperated breathing]

Perhaps...

[snarls]

[whimpers]
Plateau

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

The Plateau area seen from the Tower
The **Plateau** is an elevated region above the river and bordering the South-East part of the dome of Hunrath with some cell wall portals along the border. One of the portals is along the tacks of the rails and the railcart can pass through from the other side of Hunrath. At its North end, the Plateau comes pretty close to the Wall passage but has no access to it. At the South it borders the Scrapyard.

Under the Plateau is the Mineshaft and the War Room of Hunrath.
The Villein Panel System

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

## An explanation on how to inerpret Villein codes

The example of Villein numbering system
seen in the Community Center
The Villein system is base-4 and drawn on a rotated grid of dots. The center dot is the 1's place. The 4's place is straight above the 1's place, the 16's place is to the right, the 64's place is below, and the 256's place is to the left. The value in each place is represented by the number of lines connecting the place dot to an adjacent dot.

The pattern shown on the projector back at Farley's Community Center (it looks like a 15 slanted downwards to the right) has one connection from the 256 place, two connections from the 64 place, one connection from the 16 place, one from the 4 place, and two from the 1 place. It therefore encodes 256+(2\*64)+16+4+(2\*1) = 406.

Since there are four dots adjacent to any given place dot, there are four different ways to represent a "1", six different ways to represent a "2", four different ways to represent a "3", and you could even enter a "4". However, the calculator will automatically correct these to a standard notation (e.g., "2" is always the two lines on the right), which would allow you to tell how to orient a diagram found in the wild, and also explains why a system with 5 possible digits is only base 4 instead of base 5. Farley's slide does not abide by this convention, althought it's easier to memorize.
Railcart

The **railcart** is a self-powered cart able to run along the rail track system of Hunrath. It helps to open paths blocked by Imager rocks and disable red beams. Initially it is on top of the railcart elevator inside C.W.'s workshop with a blue beam projecting from it towards the entrance of the compound.

* The railcart in its initial position
* Initial position, front view

## Description

The motor of the cart behind the seat
The railcart consist of a frame of red metal tubes mounted on a heavier wagon structure with small rail wheels. At its front is mounted a Mofang disabler device of Villein technology, connected to a screen for aiming with a button for firing. At its back is mounted a motor-like device with various connections that presumably moves the railcart.

A car battery is used to power both front and back systems which is efficient enough to run them for the duration of the game. A sliding door with an Enter sign on its outer side and an Exit sign on it inner side permits access to a round seat mounted on a rotary base. A lever for moving the disabler, another for moving the cart and a switch for selecting between the two functions are easily accessibe from the seat, though actually they are controlled by the keyboard or gaming controller.

## Operation

The controls of the disabler beam
Once the "Enter" sign of its sliding door is clicked, an animation positions the player on a seat that can be rotated to face in any direction needed. When being close to a railtrack switch, its lever can be switched without dismounting. A switch positioned on the right-side frame of the cart, either enables the forward-backward movement of the railcart or enables the use of disabler device, which can be rotated 90° to the right or the left and can also be moved to point upwards or dowards at a certain angle.

The railcart movement controls
The player can use the WS to move the railcart or the WASD keys to point the device. When the switch is set to enable the device, it blinks with a blue light and a stretch screen is activated showing the general area the device is pointing at. A blue beam is fired when the button under the screen is pressed. The beam aims at what can be seen at the center of the screen. A second click on the button stops the beam and enables the cart movement.

## Railcart objectives

As soon as the railcart has been lowered on the railtracks of Hunrath, a number of objectives have to be completed. More about them can be found in Railcart objectives (spoiler warning) .
Polyarch antechamber

The antchamber sphere on Hunrath
The **Polyarch antechamber** is a T-shaped junction of stairs carved out from the stone sphere initially found in the game on a rotating base next to the Bosque of Hunrath. The original location of this sphere is in Kaptar.

## History

According to a document found at Farley's Community Center: '*Farley began to spend large amounts of time in the Polyarch antechamber '*to start getting clues about communicating with the Arai Polyarchs, '*until over the years, Farley was able to learn to "speak" to the Polyarchs via a related form of extrasensory transmission*.' It is unclear if the meetings happened while the antechamber was positioned on Kaptar or on Hunrath.

## Possible placements

Entering the antechamber from the Hive,
with view towards the lower entrance
Since there is no seed-swap device in the stone sphere, it can only be swapped via the wooden semispherical structure which does contain a seed-swap device and is initially found on Kaptar. The game can be completed by swapping the wooden structure to Hunrath, rotating it there and swapping it back and forth to enable passage through various entrances on Kaptar. However, after having opened the access from the hive to the sphere cavity, the Polyarch antechamber can be permanently moved to Kaptar by returning to Kaptar via the seed-swap device next to the Scrapyard. To move it to its place in Kaptar correctly oriented, the stone sphere should be at the position it is first met in the game, i.e. with its lower entrance facing to the folliage of the last tree of the Bosque, with the Supply yard barely seen towards the right.

## Stairway connections

When the Polyarch antechamber is properly moved to Kaptar (not required to solve the game), the lower end of the stairs offers entrance from the lift that comes down from where the huge machine of Kaptar is set in motion, or stopped (along with the lift). The upwards to the left stairs lead into the hive, provided that the metal door has been previously opened from the hive side, where a Polyarch can be seen in its egg. It also leads to the war room of Kaptar, and -when the machine is stopped- to the roots of the Tree. On the other direction, the upward to the right stairs lead to the various other parts of the temple.
Villein Number Generator

This is a **Villein Number Generator**. It translates Arabic numerals into Villein control panel patterns, like those that appear in the gameplay of *Obduction*. Enter the number (from 0-1023) you would like translated, the width of the generated image, and select whether you would like a 1- or 5-digit panel.
Music at Priest Lake

*Music at Priest Lake*

 Duration
 Composer

**Copyright Robyn C. Miller 2016**

***Music at Priest Lake*** is part of the *Obduction* Soundtrack. It was originally going to play at the starting area, but Robyn Miller replaced it with the more fitting *Not Worth the Wistful Sentimentality of this Moment*. He felt that it's "statement was overt, alongside the narration of the character, so the meaning of the moment became confused." He named the song after the lake in northern Idaho, which lies about 90 miles (145 kilometers) north-northeast of Spokane, Washington.
Villein

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

Drawing of a Villein

Trar a Villein remainer, injured
The **Villein** are one of the four species in *Obduction*, along with the Mofang, Arai, and Humans. They are a space-faring species who colonized many worlds. Their cell, Maray, was swapped away from its host planet as they were preparing to colonize another world. Of the four species in *Obduction*, they met the Arai first and were the last to be contacted by humans.

## Physical Description

Villein are humanoid, stand about nine feet tall, and have six limbs: two large arms, two large legs, and two smaller arms. Their skin has a reptilian appearance, and they can breathe both above and below water—extracting oxygen from the water through pores in their skin.

## Language

Villein communicate using bi-tonal sounds that originate in structures in the head and resonate from the skull. Because of the low frequency of these sounds, humans are unable to perceive most of them, and Villein conversely are unable to perceive most human sounds. They control all of their technology via vocalization, though they have adapted control panels for physical input from other species.

## Technology

The Villein are a technologically advanced species. Besides their mastery of interstellar travel, they utilize a form of cryostasis, and they can extrude objects and buildings of enormous complexity. They also understand Mofang technology enough to develop tools to disable it, such as the Mofang disabler.

## Villein Characters of Interest

* Trar
* Orbar
* Aprar

## References

1. ↑ Obduction Exploration Guide
2. ↑ Species Description
Update 1.0.1

**Update 1.0.1** was an update released for *Obduction* on 25 August 2016. It was quickly rolled back because it caused severe issues with the game. Update 1.0.2 included all of the fixes from Update 1.0.1 without the game-breaking bugs.

## Hot Fix

The hits (and updates) just keep coming!

Thanks for the support and INCREDIBLE comments! We'll continue to clean things up to give you an even better Obduction experience.

### Global

Fixes for loading screen getting stuck in some cases
Improvements for screenshot functionality (Game no longer hangs, can take screenshots of books)
Small fixes for seed machines in Maray
Small update to the Credits

### Art

Tweaks to lighting and art around Farley’s house

### Localization

Fixes for Polish language

- Rand

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/892098092690126071
IMayor's speeches/ru

**Цитаты iMayor** - сообщения, в которых iMayor обращается к игроку через видео-трансляторы в Марае. Главный герой получает новое сообщение каждый раз, когда достигает следующего экрана. После просмотра всех обращений, на трансляторах больше ничего не отображается.

## Содержание

### Вступление

[blast]
This be unexpected.
Good good...
but happy.
[blast]
Good...
Very good time to be come here now.
I am not know who you are but...
I could use help.
Watch!
I am...
trapped.
Not...
can move.
[sharp blasts]
These beasts, called Villeins, they are...
much danger.
Just look...
around.
They live...
below water.
And they are keeping--
storing us!
For food!
You will see, as you go.
Come.
I cannot be here.
Find a way to me.
And...
I can...
figure this out.
[взрыв]
Это быть неожиданно.
Хорошо, хорошо...
но радостно.
[взрыв]
Хорошо...
Очень хорошее время быть придти сюда сейчас.
Это я не знать, кто ты есть, но...
Я могу использовать помощь.
Смотри!
Я...
в ловушке.
Не...
могу двигаться.
[резкий взрыв]
Эти чудовища, называемые Виллейнами, они...
более опасность.
Просто смотри...
вокруг.
Они живут...
под водой.
И они держат нас --
хранят нас!
Для еды!
Ты будешь видеть по пути.
Иди.
Я не могу быть здесь.
Найдите ко мне дорогу.
И...
Я могу...
это выяснить.

### Появление #1

Are you waiting for some purpose?
I'd prefer you hurry!
Ты ждешь для какой-то цели?
Я бы предпочел ты спешить!

### Появление #2

This...
desperate situation up here.
If you could, please!
Hurry!
I appreciate!
Это...
Безвыходная ситуация здесь...
Если бы ты мог, пожалуйста!
Торопись!
Я ценю!

### Появление #3

You are not...
You are making very bad decisions!
Ты - не...
Ты делаешь очень плохие решения!

### Появление #4

hey!
Do you see the problem is?
The beast is trying to kill me!
[sharp blast]
I have weapon, but beast has trap.
Эй!
Ты видишь проблему?
Чудовище пытается убить меня!
[резкий взрыв]
У меня есть оружие, но у чудовища есть ловушка.

### Появление #5

Perhaps...
[snarls]
[whimpers]
Может...
[рычит]
[всхлипывает]
Not Worth the Wistful Sentimentality of this Moment

*Not Worth the Wistful Sentimentality of this Moment* (#1)

 Duration
 Composer

**Copyright Robyn C. Miller 2016**

***Not Worth the Wistful Sentimentality of this Moment*** is part of the *Obduction* Soundtrack. It plays at the starting area of the game while the first part of Farley's group recording is playing.

## Trivia

* Robyn originally recorded *Music at Priest Lake* to play at the starting area, but he did so before the audio from Farley's group recording was inserted. He recorded this song as a better accompaniment to the voiceover.
Planet

[Insert tid bits about planets in the Sunrider Universe here. Maybe the number of planets that have been colonized.]

## Planet Classes

"The class level denotes general suitability for human colonization.

A class 11 planet's pretty comfortable, just a bit more habitable than modern Earth. Class 8 isn't as ideal, but generally survivable without any terraforming. (Kinda like Canada.) Class 7 is kinda like Russia or Egypt (very cold or dry, but the best parts are habitable.)

Class 3 (Tydaria) is like modern Mars. Habitation is only possible in limited terraformed areas or in capsules. Otherwise, most of the planet's surface is deadly without life support equipment.

Class 1 is pretty much like Mercury. Permanent human habitation is impossible, aside from mining or research facilities."

### Class 7

* Ongess
* Versta

### Unknown

* Barona
* Diode
* Gerald
* Minerva
* Rynar
* Solaris

## References

1. ↑ [1], http://innomenpro.com The Hyperspace Forums: Planet classes
Wow! award

The **Wow! award** is a backer reward item in *Obduction* that was put in the game for Taelos Katran. It is based on an award given to communities in *There*, a virtual online world akin to Second Life. After the discontinuation of *Uru Live*, many fans moved to other online communities, and Taelos became involved with *There*. As it relates to *Obduction*, Taelos put the Wow! award in the game to recognize fans of all of Cyan's games, particularly those who financially backed *Obduction* and made the game possible.

The Wow! award is found on the mayor's desk in the Tower. The engravings say:

WOW!

AWARD

For

Community

Excellence

## References

1. ↑ Facebook message from Taelos Katran to TheFloydman.
Scrapyard

View of the Scrapyard
The **Scrapyard**, also mentioned as *the Junkyard*, is a location in Hunrath located over the Gas station and the Supply yard. It is where the items that get swapped to Hunrath along with New Arrivers are taken and sorted. Useful items found become documented and sent out, while all the unneeded or unusable items become stored here. The rail lines of Hunrath enter the Scrapyard, circle around an unloading area, and exit from the same gate facing towards the opposite direction.

## Sections

Big house appliances piled in the Scrapyard
The Scrapeyard consists of two sections: an upper area where heavy metal parts of trains and modular pillars are piled, and a somewhat lower area where big house appliances like gas stoves, refrigirators and washing machines are placed. Many tires and railroad wheels, along with chairs and other smaller items, have been moved down to the Supply Yard by means of the backhoe shovel lift.

## Puzzles found here

The unloading circular area of the upper Scrapyard area corresponds to the first dome of the Gauntlet area on Maray and is instumental in opening a way through it.
Stuffed bunny

The **stuffed bunny** is a backer reward item in *Obduction* that was put in the game for Joachim De Lombaert, who, along with Kseniya Charova, created the 3D model and coloring scheme before handing it off to Cyan. It is a white and pink stuffed animal and is found on the puppet theater in Farley's vault.

## References

1. ↑ Facebook message from Joachim De Lombaert to TheFloydman.
Sign-in area

Farley's message for newcomers
The **Sign-in area** is a location in Maray. It is situated next to the Silo. The name is found on a map at the Entryway, right next to a stretch screen with a message of Caroline Farley. The instuctions she gives are to cross the first bridge and keep going until the sign-in area. This is where a list was kept of all the inviduals, Human, Villein and the friendly of the Mofang that were *podded* (or *chambered*, according to Mayor Jannsen) in the Silo.

## The current state of things

The Sign-in area seen from the WMD disabler
The situation, however, has changed since. The bridge has been disabled after the arrivers from Hunrath were all *podded* in the Silo and the lockdown against a possible Mofang invasion took place. The only way to reach this area is the whole way round the Cell, after having solved all of the puzzles met on the way. When the player arrives finally at the Sign-in area, a standoff has taken place. The last enemy Mofang has been killed, leaving part of the building fallen on the feet of Trar, one of the Villein Remainers. Although Trar has been immobilized, he can still command several doors and machinery around him by his voice.

## Documents found here

The Maray manifest is still on a table and can be inspected. For each entry a name, species, pod number, floor and position are given.

1. ↑ Farley's Maray greeting
Seed Swapping Mayhem

Previous part [The Red Beam of Maray]

## Walkthrough - Part 12

When you reach the dome with the two Hunrath seed-swap devices, use the farther one, the one that has a larger area of effect. It'll put you in the upper scrapyard, where the railroad track loops around. Go back to the area where the stone arch used to be, and use the seed-swap device closest to the path (the one with the grassy/stone terrain).

Now, in Maray, go past the entrance and when you reach the junction go straight and use the bridge you enabled before to get past the Armory to where the two seed-swap devices where. A bunch of junk and sand will be there now, but there is an exit on the other side with an elevator. Go down using the bottom button on the elevator.

From the bottom of the elevator, take the path leading to the dome building. It will contain **3** seed-swap devices, each going to Hunrath.

The room inside the dome can be rotated with a button stand right next to the entrance.

Use the seed-swap device in the rock. You are now in a cave/mine in Hunrath, along with three seed-swap devices. Use the one on top of the wooden barrel to go back to Maray. A Villein panel will appear which you can use to activate the bridges.

Same thing as before. One bridge will lead to a small platform where the Mofang red beam was, the other will lead to a small sphere with one seed-swap device. No need to go to the red beam device platform, just rotate the room with the button outside the entrance to move the panel to the more useful bridge. Complete the bridge, but don't go across yet, there is more to do. Use the seed-swap device closest to the bridge you just completed. This will take you back to the Hunrath cave, along with the bridge panel. Complete the bridge there. Now activate the same panel that brought you to the cave, going back to Maray. Return to the seed-swap device you ignored earlier, across the bridge, and use it to go back to the cave.

Now use the seed-swap device in the gray circle, back to Maray.

Across the bridge, there will be a broken sphere of rock and a new seed-swap device.

Use that new one to go back to Hunrath. Now, in Hunrath, there will be a large metal dome across the bridge. Go back across to the three machines and use the one in the small gray circle. Now back in Maray, the first seed-swap device will be back across the bridge. Use it. Now back in Hunrath, use the seed-swap device in the small gray circle again. Now in Maray, there will be a clear passage through the rocks to another path on the other side.

Next part [Visit a Desolation]
Vault

Reason: "*This DAB is not in use anywhere and all links of the wiki point to the one or the other of the two vaults.*"

**This page is a candidate for deletion.**
Reason: "*This DAB is not in use anywhere and all links of the wiki point to the one or the other of the two vaults.*"

There are two locations in *Obduction* referred to as **vault**s:

1. Farley's vault, which is the room under Farley's Community Center, and
2. C.W.'s vault, where C.W. communicates with the player for most of the game.
Tree kiosk recording/ru

**Киоск "Дерево"** - видео-киоск в Хунрате, записанный С.В., в котором мэр Янссен рассказывает новоприбывшему о важности Дерева.

## Содержание

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]
Это Дерево.
Оно растет здесь, в Хунрате с незапамятных времен.
Его здоровье напрямую связано со всем в нашей маленькой оранжерее...
обители, в которой мы живем...
нашей экосистеме.
На протяжении всех этих лет Дерево преподносило нам немало сюрпризов, среди них - удивительные семена, о которых Вы узнаете подробнее.
Немало было высказано теорий, тем не менее, о самой его природе мы знаем очень мало.
Но нам точно известно, что Дерево следует беречь и защищать.
[помехи]
Soria (Cell)

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

A view from a path in the cell
**Soria**, also called **Mofang**, is the Mofang cell in *Obduction*.

## Description

The cell is rocky like the world of Soria. The rocks of the cell are very smooth with strange patterns on their surface. The surface is shiny and has a reddish/brown color as a result of the Mofang WMD explosion. The cell looks quite desolate, and there are clouds of unknown gases coming up from the ground. There are broken and crumbled pillars about, presumably Mofang structures or devices. There are no large blue spheres (flora?) like on the planet.

The half scorched tree
The Soria Tree is half dead and charred from the WMD explosion, but somehow the second half facing away from Ground Zero survived, despite the terrain of the cell past it also being dead.

You can see a road and destroyed buildings on Earth (in Arizona) from the Overlooks of the Soria cell.

## Locations

* Entry site
* Ground Zero
* Heart
* Overlooks
* Soria Tree

## Map of the Soria cell

The map of Soria oriented so that the seed-swap device coincides with its Hunrath location, and Ground Zero with the War Room of Kaptar.
Podding station

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

A *pod* in position waiting for a passenger
The **Podding station** is a location in Maray. It is also one of three spacecraft-like buildings of roughly ovoid perimeter. The term podding-station is related to its being the starting station of the cable car of Maray. Yet in this case the "car" is a Villein technology "pod" in which passengers stand upright (one at a time) while the pod closes around them and travels along its overhead rails.

The destination station is the Silo where the inhabitants of Hunrath and Maray, including three Arai Polyarchs and a few friendly Mofang, have been "chambered" (or "podded") and stored in cryogenic suspension to survive the possibility of becoming massively obliterated during the ongoing Mofang War. It does not become clear during the gameplay whether the pod that appears in the lower level of the Podding station and is set in its starting position, is the same for every trip, or if a new pod is produced (materialized) for each passenger.
Tower basement

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

The Mayor's living quarter's at the Tower basement
The **Tower basement** is the bottom level of the Tower, right under the Mayor's office. It houses the Mayor's living quartes.

## Description

Inside we see a bed, a chest with some of the Mayor's shirts, a cable reel table with two chairs, a toilet separated by a curtain, a wastebasket, a Victor phonograph which can be wound to play a record, and a trumpet. At the far end there is a path through the rocks leading to the mechanism that opens the door which blocks the way to the Tree.

## Documents found here

* A copy of the Villein control panel worksheet with four Villein numbers filled in.
Hive

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

Polyarch Del in the Hive, surrounded by
Arai beetles buzzing through the cavern
The **Hive** is a location in Kaptar. It is a vertically extended cavern where the Arai beetles and polyarchs have their home. It is located very close to the Polyarch antechamber at the opposite end of its entrance from the Crankshaft cavern‏‎. It is also close to the War Room of Kaptar.

## Description

The Hive can only be reached through a corridor at the lower left side of the Polyarch antechamber. Once this is achieved, a second corridor, just above the first can be opened (from the outside) to give direct access to where Polyarch Del, the sole remainer Arai, is nested in his shell. A path runs along a side of the Hive, and further on, taking a right turn downwards, it spirals downwards into the cavern. Arai beetles keep buzzing continuously going around their business. Reaching a lower end, the path opens to a hidden part of the Temple from where access to the Heart of the Kaptar Tree can be gained under certain circumstances.
Caroline Farley

**Caroline Farley**, mostly referred to as just **Farley**, is one of the characters in *Obduction*. The player only interacts with her through recorded messages and live video, though her pod in the Silo (number 194) can be summoned in Maray, an action which unlocks the *Sweet Caroline* achievement.

She is portrayed by Caroline Fowler.

## Summary

Farley is the creator of the Community Center in Hunrath. She served as mayor of Hunrath from 16,945AH to 16,975AH.

## Circumstance of Abduction

Farley was three years old in April 1983 when she was abducted. Her father was abducted with her, and their house became a permanent fixture in Hunrath, eventually becoming Farley's Community Center. Her grandmother was also present at the abduction, though it is unclear if she was abducted, too.

## References

1. ↑ https://www.kickstarter.com/projects/cyaninc/obduction/posts/1221508
2. ↑ Farley's Group Recording
Post Game Tristesse

*Post Game Tristesse* (#28)

 Duration
 Composer

**Copyright Robyn C. Miller 2016**

***Post Game Tristesse*** is part of the *Obduction* Soundtrack. It plays during the game's closing credits. "Tristesse" is a word of French origin meaning "melancholy". Robyn used it to convey the sadness that comes when completing a video game or story, when the player realizes that the experience has come to an end.

## References

1. ↑ "tristesse." Merriam-Webster.com. 2016. http://www.merriam-webster.com (26 September 2016).
Update 1.8.1

**Update 1.8.1** was an update released for *Obduction* on August 9, 2019. This update made some basic movement fixes.

## Improvements Made

* Fixed issue that caused you to strafe and turn in VR Free Move mode.
* Fixed the large stone stair sphere in Hunrath. It now rotates as expected.
* Controller note: In Teleportation mode, both left and right controllers can be used for turning. In Free Move mode, only the right controller will turn.

## Known Issues

If you run into an issue where you cannot move, you need to delete your Input.ini file and run the game again. This file is located at...

* Windows: %LocalAppData%ObductionSavedConfigWindowsNoEditor
* Mac: ~/Library/Preferences/Obduction/MacNoEditor (Use Command+G to type in the path)

When using smooth motion input with Windows Mixed Reality motion controls, a movement ‘drift’ can occur. We’ve found this is a common problem. If this happens, open up the SteamVR Input configuration for Obduction and add a dead zone to the left joystick “move” input.

## References

https://steamcommunity.com/games/306760/announcements/detail/1616149305722540335
Update 1.6.2

**Update 1.6.2** was an update released for *Obduction* on 25 October 2017. It was first released as a beta the day before.

## Official Notes

Hey everyone!

We've just pushed hotfix 1.6.2 from our Public Preview to Live. This is intended to fix some startup issues that were reported with the HTC Vive.

Thanks to everyone out there who helped with finding and reporting any issues found with the new updates, the amount of positive and constructive feedback has been wonderful. We're currently working on a 1.6.3 update with a few more fixes reported by the community, and we're hoping to have that out as soon as possible, possibly even tomorrow.

Thanks again to all our players!

Current known issues:
While this update improves Vive startup times quite a bit, it won't make it as perfect as we like due to functionalities out of our control. Current expected behavior is you will see a loading message within the Vive while the logo movies play on the desktop. You will then see a brief flash of the menu in one eye as VR gets set up, then it should quickly jump fully into VR. The brief flash should be fixed in our next update.

Windows 7 users:
An issue has appeared with windows 7 seeing an error of 'The procedure entry point CreateDXGIFactory2 could not be located in the dynamic link library dxgi.dll' on start up. This error should not affect the game, and can be closed with no issue. The error comes from an issue we've found in the OSVR plugin. We're currently working on getting the offending file updated, and hope to have the fix in for the 1.6.3 update.

## References

1. ↑ http://steamcommunity.com/games/306760/announcements/detail/1458464414156691842