You begin Obduction in an abandoned campground on a dark and stormy night. There's nothing to interact with here, so you're free to get a feel for the controls and absorb the story the woman is telling you.
Table of contents
She'll tell you about abductions and a blue light as you make your way down toward the water and follow the path around to the left. As you walk, you'll catch your first glimpse of the blue light.
Keep walking along the shoreline until you see a sign for the hiking trail. Follow the trail up as it snakes around and keep listening to the story until you come to another picnic table with a lantern on it. You'll come face to face with the source of the blue light, a seed pod, and you'll be transported … somewhere.
The seed pod deposits you in another box canyon with a similar picnic table.
Here, you can pick up, examine and interact with the lantern on the picnic table to familiarize yourself with Obduction's object-interaction mechanic. When you're ready, head down the canyon on your left.
You'll come to a "Welcome to Hunrath" sign in front of a cobbled together, alien-looking contraption. Press the blue button to activate the projector and play a message from the town's Mayor, Josef. Josef directs you to visit Farley in the house with the white picket fence. If you head down the path, you'll soon come to a house with a white picket fence.
Farley's Community Center
It's here that you start to get hints that all might not be right in Hunrath. First, there's the out of place, cut-and-pasted house complete with mailbox and address — 1436, for future reference.
But if you poke around a little, you can also find a note from someone named C.W. in the mailbox and a direly-worded warning nailed up next to the boarded up front door.
Play the message at the sign in the front yard to see Farley's voice mail message. She confirms that the creepy, abandoned feel of the place is due to a battle of some sort and gives you a new task — finding C.W.
Turn around and head to your right toward the town. There's another projector and marker in the center where you get another message from Josef that doesn't seem to match the reality you're experiencing.
There's lots nearby that you can explore, but there's nothing you can interact with yet. Continue past the projector, under the tressel and past the bountiful garden Josef mentioned. Keep heading this way until you come to a gap in the wall to your left with a blue laser hitting the ground.
You can walk past the laser without getting harmed. Head inside the fence and go into the shack ahead of you and slightly to the right.
Inside, you'll see a metal door with a green button on it. This, it turns out, is a doorbell.
Press it to have a conversation with an unidentified man in a vault (who we can probably assume is C.W. based on the note in Farley's mailbox) who asks you to turn on the power.
After your conversation, head to your left and out toward the water. Follow the walkways around to your right to the elevator. Throw the switch and take the elevator up.
Follow the walkway to the right of the elevator up. Turn around at the landing and follow the rock on your right around and behind the waterfall.
There's a switch here to open the gate and divert the flow of the waterfall. Throw the switch.
Go back, take the elevator back down and exit C.W.'s shack. Head back through the gate in the fence and then go left.
Stick to the left to find another projector and a message from Mayor Josef. Then continue along the path of the water. There's a switch that doesn't seem to do anything yet and a pair of gates with a propellor on them. The propellor is a clue to how the gate works.
Push the right side of the propellor down, then head back to the switch.
The switch unlocks the gate, which lets the flowing water swing the walkway around for you to pass through.
On the other side, follow the path along the rock wall past the giant stone globe.
Keep walking until you come to a cut-and-pasted train yard. You may notice that you're standing on a thick bundle of power lines, which is a good hint that you're in the right place. Head up the ramp to the engine.
At the top of the ramp is the engine's control panel. You'll notice is that the valve is set to drain the fuel and the tank is empty. Move the valve to the bottom, not-drain position.
Follow the fuel line down and to the cut-and-pasted Spokeway gas station.
Here, you'll find a pump that's hooked directly to the train engine. Turn the crank on the pump to fill up the train's tank.
Head back up to the engine's control panel and flip the switch to on.
Slide the panel from the right to the left to find the engine's ignition. First, turn the knob to the left to prime the engine. Hold it there until the tube is full and the light turns yellow.
Now you can turn the knob toward start. Hold it there until the engine is running and the light turns green.
You can confirm that the power is flowing by following the power cables down the the wall. There's a diagram there showing Hunrath's various locations. If you started the engine correctly, most of the lights will be green like in the image above.
Now that the power's back on, you can make your way back to C.W.'s vault.
Obduction guide full table of contents
Navigating Obduction (and our guide)
We've organized our Obduction guide based on worlds and what you do in them, so each section is a world, and chapter's name represents a puzzle or an objective. Every page flows into the next, and you can use the quick navigation box just above to hop to the previous or next area.
In long chapters, there's a table of contents at the top of the page. In every chapter, there's a table of contents at the bottom showing Obduction in its entirety. If you're not sure exactly where to go, just look at the copious images on each page. When they look familiar, you'll be able to orient yourself.
- 1. Starting out and getting the lights on
- 2. Dropping the dome
- 2½. Solve puzzles, count like an alien and learn base 4
- 3. Opening Farley's vault
- 4. Farley's house
- 5. The mayor's house
- 6. Watering the Tree
- 7. Swap Machines and the path to Kaptar
- 1. Dropping the dome
- 2. Engaging the turbine
- 3. Riding the chains
- 4. Farley's room
- 5. Watering the Tree
- 6. Getting to Maray
- 1. Don't panic
- 2. Building bridges
- 3. The Gauntlet
- 4. The Maze
- 5. The pods
- 6. Watering the Tree
- 1. How to get to Mofang
- 2. Watering the Tree
- 3. Destroying the Bleeder