Welcome to Kaptar. Just looking around you can see it's very different from Hunrath here — all vertical granite cliffs and giant machinery.
What you should know about Kaptar
A quick note before we begin the guide: There are always more stairs in Kaptar. There are several times where this guide will tell you to "climb the stairs all the way up" or "go down the stairs" to someplace. There are going to be landings with tight turns or corners that will look like the end of the stairway or path, but if what you see doesn't match the images below, look carefully for more stairs. We cannot stress this enough. If you ever get stuck playing on your own or can't find the location shown in this guide, look for stairs nearby. (Seriously. This happened to us more than once. A lot more than once.)
Table of contents
- The bridge
- The temple
- Back to Hunrath
- Next and previous chapters
- Full Obduction table of contents
From the Swap Machine, turn left and start following the path. You'll soon come to an odd bridge.
You can cross the first arm of the bridge, but the second arm is hanging out in midair. Drop down the stairs on the back/left side of the bridge.
Turn the wheel you find here to activate the bridge mechanism. Climb back into the bridge and use the lever in front of you. Push it to the right to swing the bridge around.
Once you step off the bridge, turn around and interact with the silver bar with the red handle. This is a sort of lock preventing the bridge from swinging farther. This doesn't matter right now, but it'll come up soon.
Turn back around and start heading down the path. There are a few twists and turns along the way, but this path doesn't branch off at all.
Eventually, you'll arrive at a temple with a familiar red beam nearby. Just like in Hunrath, there are a few steps you'll have to take to get everything in Kaptar straightened out — disable the red beam, turn the power back on and water the Tree.
Head about halfway up the temple steps and keep walking toward the red beam. You'll be able to see a path down to a sphere (complete with wood paneling) that looks a lot like it was cut out of Hunrath.
Inside, you'll find a map of Kaptar and another Swap Machine. There's a window you can look through to see the red beam emitter, but there's no way to get to it and, besides, there's no blue beam to destroy it with.
Back to Hunrath
Use the Swap Machine to travel back to Hunrath. You'll be transported to one of the buildings in Downtown Hunrath. There's a minecart track next door that runs right behind the Swap Machine. How convenient.
Go retrieve your mine cart. If you've been following this guide, it's probably still up the canyon where you used it to access the dome wall the first time. If you haven't been following this guide and don't know where your cart is, we'd suggest you start following the tracks and maybe try to keep better track of your toys .
Drive the cart back to the building in Downtown Hunrath. You'll have to throw a couple switches along the way, but you're mostly just backtracking the first time you moved the cart.
Once you and the cart are behind the Swap Machine, you can access it through the window. Use it to travel back to Kaptar.
Back up as far as you can and switch to the laser controls. Point the laser at the beam to destroy it.
Use the Swap Machine to hop back to Hunrath and move the cart out of the tunnel, then go back inside the building and use the Swap Machine to travel back to Kaptar one more time.
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