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Walkthrough
Kaptar's power is supplied by a giant wind turbine high above where you arrived. From the Swap Machine that you used to disable the red beam, turn around and head back across the front of the temple toward the path that brought you here.

There's a set of stairs just to the left of the path.


Take the stairs up. Keep climbing through the switchbacks until you get to an area similar to what you see above.

Head through the door behind the machine you see to access the inner working of the turbine. Walk around the column/podium-thing in front of you to access the catwalks and take them all the way down to the bottom.

There are two steps here. First engage the gear by moving the lever on the top right to the left. Then turn the crank to get the turbine blades moving.

Head back up one level to find another crank. This is the clutch that engages the rest of the driveshaft.

Head back along the catwalks to where you started. The podium is now active. Interact with the podium to engage the four pistons. Use the up/down and left/right controls to look at the various pistons and the diagonal control to engage them.
Once all four are engaged, head all the way back down to the temple entrance.
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.
- Hunrath
- 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
- 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
- Maray
- 1. Don't panic
- 2. Building bridges
- 3. The Gauntlet
- 4. The Maze
- 5. The pods
- 6. Watering the Tree
- Mofang
- 1. How to get to Mofang
- 2. Watering the Tree
- 3. Destroying the Bleeder